FoonLudum Dare ExplorerUsers → Anudin

Anudin

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201842Running out of spaceBattle Billiard Galactic Editionjam4963.473.503.253.112.803.91
201841Combine 2 Incompatible GenresFightwriterjam7403.313.263.573.813.162.763.05
201739Running out of PowerLuviusjam4233.363.043.762.863.454.044.13
201738A Small WorldA giant called Frederick.jam6582.842.473.053.423.102.822.52
201636Ancient TechnologyAge of Garbagejam

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Anudin

LD36 — Ancient Technology

SOS Snake by Pyrofoux 2016-08-30T22:23:00

The feel is great through the nice flashy graphics and the background music but honestly it's a bit too hard. Jump hight should be increased because you often end up standing somewhere and only being able to jump into your doom either to the left or right because you can't jump high enough to get to a safe position.

SwordSmith by videogreg93 2016-08-30T02:09:00

@videogreg93 I love the idea! But you messed something up with the jar creation, you can actually open the .jar file with an archive program like 7zip and delete the "Fonts" "Sounds" and "Tiles" folders and the additional .jar file all of which are INSIDE your game jar. This decreases the size by 2/3.

SwordSmith by videogreg93 2016-08-30T09:24:00

@videogreg93 Well, maybe I'm wrong with this as I can only confirm this working on Windows... Didn't think of the other platforms (was really late when I wrote the comment :)). Was it a platform specific fix?

Relics of Mortality by JeanValjean 2016-08-30T13:48:00

Without reading the description i stumbled into the game (as i'm sure many players do) and i had absolutely no idea what was happening. Also the game felt kind of unfair because i didn't know how to dodge falling objects :| In conclusion: i like the idea but the game could do with a better (ingame) introduction

Rat-tato Power by Jelinib 2016-08-31T08:41:00

314 Score... Yay. Rocket engineer seems crap though. So many potatoes and shit ain't flying. I love the idea of the game, graphics and sound design are really really well done. Gameplay is really fun. Good job!

Elsa, Caster of the sun stones by GrassWhooper 2016-08-30T22:31:00

Gameplay is fine except for the gravity feeling quite unnatural (not enough gravity). I did not really like the graphic aspect because it doesn't look uniform at all. Vector like drawings in the background pixel art in the front and on some textures there seems to be the wrong filter as they appear very blurred on my end. Honestly go with simplistic pixels / pixel art rather than throwing too much together. Somehow this whole comment sounds a bit more negative than i intended to so i repeat: the gameplay is fine. Just work at the graphic side :)

Artifact of the Ancients by Omiya Games 2016-08-31T09:20:00

*bzzt* Hey. Geat game you made there. *bzzt*
Music is good, visuals seem polished (although i would recommend some sort of antialiasing). I think the background doesn't fit the game too well, maybe a peace of checkered paper would be cooler! And the flipping effect... One of the first unusual mechanics i've seen here that is well implemented.

Punch Card Panic by Quicklyer 2016-08-30T01:56:00

Controls feel really nice and I think the graphical style and the font fit really well together.

Punch Card Panic by Quicklyer 2016-08-30T02:00:00

@Quicklyer just one thing I have to add - if I click outside the game video it breaks the game

Age of Garbage by Anudin 2016-08-30T00:46:00

Thank you, this means alot to me!

Age of Garbage by Anudin 2016-08-30T09:21:00

Soooo... I just woke up (stayed up till 4 AM german time to play and rate games). I really had a blast doing this jam and I really, really, REALLY appreciate all you guys comments! It means the world to me. This really motivated me to cotinue my game dev journey more consistent. Thank you all.

@adaFish Were the black screens on some specific time / action?

@johnbjuice I'd loved to put audio in there but there was no time to do this (and i really have NO idea about sound whatsoever)

@edgeofcode I might investigate the black screens if I get time on my hands. I need to look into sound for my next jam - well honestly I'll need to take a look at my complete LibGDX workflow. It's been a bit... experimental.

@TerraCottaFrog Like mentioned in the previous comments I just wasn't able to put in sound time and skill wise :( And I totally agree on the touchy part but the idea for the core gameplay came really late and the wasn't enough time to fine tune it.

@JeanValjean Harald and me are both german :)

@steph88 I'll add it in the next few hours. I feel a bit honored to occur on a video - as long as it's not as a bad example :'D

Again: thank you all for your kind words :)

Age of Garbage by Anudin 2016-08-30T09:54:00

@steph88 I uploaded the game to http://www.indiexpo.net/de/games/age-of-garbage but you can also find a html version on itch.io.

Age of Garbage by Anudin 2016-08-30T17:39:00

@cushycode I wouldn't call it a bad habit more like a preference. And in this case i should've really added the arrows as an alternative - wouldn't take more than a minute. I'll take a note for next ludum dare.Thank you for the kind words - all this positive feedback i'm getting here is really pushing my motivation to create games!

Age of Garbage by Anudin 2016-08-30T17:44:00

@adaFish @edgeofcode Black screens should be fixed.

Age of Garbage by Anudin 2016-08-30T20:59:00

@teamBallShui I have to disagree. If it pointed towards the mouse you had to do really uncomfortable big circles. But i totally agree that the input should be more intuitive. Next time i'll give a better tutorial, maybe smooth the coordinates and eventually allow rotation in both directions which should feel more natural :)

Age of Garbage by Anudin 2016-08-30T21:03:00

@AODQ Of course the rough controls mimicking the problems working with tiny hands were intended and not a sign of me being a noob. *cough*

Age of Garbage by Anudin 2016-08-31T11:12:00

@GrassWhooper I have a free tip for your next ludum dare / project: the awesome pixel art software Aseprite is free if you compile it from source. https://github.com/aseprite/aseprite/blob/master/INSTALL.md I also used this free version of it to create my "art".

Age of Garbage by Anudin 2016-08-31T23:50:00

@Zee I actually already fixed some game breaking bugs and i'd fix this one also while i'm at it. So could you explain the bug a bit better? When exactly / what exactly happened? I'll also take a look at the input tomorrow. Maybe i can get it to feel less frustrating but still challenging :)

Age of Garbage by Anudin 2016-09-01T07:32:00

@NikSorvari That was actually on purpose. But i'm currently developing a post ludum dare version and thinking about how to make the input more intuitive. I'll probably update the tutorial to make it clearer that rotation is restricted to one direction. Also i want to smooth the input so that the aim help is more precise.

Age of Garbage by Anudin 2016-09-01T09:51:00

@Zee Thank you, i found and solved the bug (forgot to set a flag). The HTML version has been updated and also includes the first iteration of my post ludum dare version. The original ludum dare version is still available as a .jar file.

Age of Garbage by Anudin 2016-09-01T21:09:00

@joemag What's better: no sound at all or just sound effects without music? Because i can try to get some soundeffects going but there's no i way i would be able to deliver music. Haven't decided on which path is the better one to go

Age of Garbage by Anudin 2016-09-04T09:07:00

@Steven Miller Sorry to hear that. I'll have a look at it later.

Age of Garbage by Anudin 2016-09-04T21:28:00

@Steven Miller Sadly I wasn't able to replicate your bug. Which version did you play - HTML or .jar?

Age of Garbage by Anudin 2016-09-05T07:36:00

@Steven Miller It might be possible that the downloadable version didn't receive the hotfix I made for Zee. I'll try to update the jar files later that day. Thank you for your feedback and coming back to answer :)

Ancient Robot Wrecks Peaceful Town by Dimatt 2016-08-31T09:00:00

Gameplay is fun thanks to responsive controls and fitting graphics / eye candy. The screenshot is too much. Like by far. Screen nearly flipped shooting helicopters.

Ancient Robot Wrecks Peaceful Town by Dimatt 2016-08-31T09:01:00

* The screen shake. Sorry, it's early in the morning ;)

Fiery Sword by Kazik_210 2016-08-31T08:28:00

Simple, well known gameplay. Moving around and fighting feels solid but it could do with one or two attack possiblities more to get something like a tactic sense. But there is one thing that made me quit the game: when monsters attack you from above and you fight back they stay at their position instead of flying away. This killed me two times.

The Last Machine Before the World Ends by urielgamedev 2016-08-31T19:47:00

That was one of the best overall presentations i've seen for this ludum dare. Outstanding pixel art, nice music, really neat gameplay (even though i'm too tired to get beyond level 4)! I tip my hat to you guys. Awesome stuff.

Pyramid by metalhaze 2016-08-30T22:09:00

A game with controller support, awesome! The tight controlls and the ability to use my fresh xbox one controller made this a really enjoyable and smooth experience. Art and gameplay are solid, difficulty could be lowered a bit :)

Ball Shui by teamBallShui 2016-08-30T19:00:00

Best designed ludum dare game i've played yet. Gameplay, style and music are really nice. Great job!

Curator Carl by Gorp900 2016-08-31T15:15:00

Haven't played yet, only read the "How 2 Play". Already hooked. Hope gameplay will be as good as it sounds! Gameplay wise it would be nicer if i could see item attributes just by standing in front of them. Now on the bug site: if i hold m pressed i can stop time while still being able to move and do stuff. Essentially infinite time. Also after the first day i pressed space and got an error:

#########################################################
FATAL ERROR in
action number 1
of Draw Event
for object Obj_Carl:

Unable to find any instance for object index '100238' name '<undefined>'
at gml_Object_Obj_Carl_Draw_64
#########################################################

Other than that i really liked the idea but the gameplay could use a bit more work to feel smoother :)

Curator Carl by Gorp900 2016-08-31T15:17:00

* Forgot to write: Now i played it! I was just so hyped for the gameplay after reading the introduction that i began my comment while playing.

Bricks for Anubis by jscottmiller 2016-08-30T01:30:00

Cool game but a way to build multible buildings of one type at a time would be great (like a multiplier where you can click on x10 x100 etc) :)

A Dragons Tale by TiByte 2016-08-30T01:06:00

The dragon did not stand a chance against my bow! It's a cool little game you made :) Just one thing to improve: since you move around alot it would be nice to shorten the directions, n e s w would be sufficient to move around i guess

Enlightened Cave by samu 2016-08-30T00:43:00

Really intersting atmoshpere - got me hooked :) But the game could use a bit harsher gravity and consistent jump height because the jump height varies alot without a visible reason on the web version. This sometimes very high jump combined with very low gravity feels like walking on moon. Also I seem to collide with uneven groudn from time to time

Enlightened Cave by samu 2016-08-30T13:18:00

@samu That's interesting! I actually wanted to use Box2D in my next Ludum Dare very badly because this time I had to write physics code myself and that limited my possibilities. I also want to deliver a HTML version next time so it would be really nice if you could enlighten me on the problems that occured to you on the porting process :)

Enlightened Cave by samu 2016-08-30T14:00:00

@samu Thank you for taking the time to answer. I already thought something along these lines and i already planned to use Git and setup an local developing server for HTML. My workflow without those too things was really slow sometimes especially when fixing for HTML version. I also use LibGDX :)

Enlightened Cave by samu 2016-08-30T17:50:00

@samu Just one more question... I promise ;) How did you create the level? I'm really struggling with level / scene composing in LibGDX because i haven't found any good alternatives to Tiled (which is fine but only for tiled maps). Other than that i found Overlap2D and VisEditor but both are in beta state. Or did you use a physics world generator like R.U.B.E.?

Enlightened Cave by samu 2016-08-31T18:25:00

@samu Thanks for the reply! I think it's very sad that LibGDX doesn't have a real level editor thats not tile based. It's such an amazing framework - it would deserve it.

Babel by johnbjuice 2016-08-30T01:52:00

The typing mechanic is really cool... Makes me wonder if you could turn this into some kind of typing learning game for children :D

Ancient Weapon by seurimas 2016-08-30T01:20:00

@seurimas Another LibGDX user here. I also had the problem of not working keyboard input on the web version and fixed it by placing window.setFocus(); at the start of the handleMouseDown function in index.html

Ancient Weapon by seurimas 2016-08-31T18:22:00

@seurimas Sorry to hear that. Another thing i found out is that you can delte <a class="superdev" ... </a> from index.html to remove the ugly reload button in the web version (it's meant to be there only for developing purposes)

Ancient Boom by Jordan 2016-08-30T13:43:00

Pixel art and eye candy are great. Very lovely style. I agree with others that the game felt like it lacks possible tactics and therefore gets repetitive very quickly.

Obsolete by adsilcott 2016-08-30T21:59:00

Ok i think i liked everything about this game. Sound, graphics, dialogues, gameplay. Everything fits. You did a great job! Unfortunatly i had a little bug that the character auto walked after the window lost focus for a short time. But it solved itself after running against a wall for like 10 seconds :) And because they were so good i repeat: good job on the dialogues! And it's the first ludum dare game after many that i was interested in enough to finish them.

DYSCOVR by Sean 2016-08-31T18:50:00

UI and shader / effect design are really awesome! Although the effect on the camera could be turned down a bit. Also music is a little repeative. Besides that everything comes together nicely and the game delivers a really nice atmosphere!

Super Cute DNA Sucker! by larkkkattack 2016-08-31T15:30:00

Addictive gameplay, great sound and graphics. Only one thing to criticize: melee is OP. Should have some kind of delay / cooldown because you can just spamm it and run through the masses of enemies like a maniac :) What did you use to create the music?

Aliens vs Ancient Indians by paruthidotexe 2016-08-31T19:51:00

Liked the soundtrack but the web version windows was not big enough and there was no option to go fullscreen. Also the 3D projection made aiming alot harder, maybe implement some sort of crosshair.

A Fox's Pottery by Pusty 2016-08-30T01:38:00

A wheel out of stone - very stony! I like the idea and the humor is great :) Also bookmarked your source because i'm also using LibGDX and maybe I can learn a thing or two

Aliens' Curse by Piotrek 2016-08-30T21:30:00

I noticed this: when you walk you can actually see a pixel floating above your head (i suspect there is another frame above this in the sprite sheet or the height isn't setup properly). Also the shooting sound is barely hearable against the music. As others already stated reading the texts again and again after dying is reall frustrating. Apart from this the learning was well implemented - you had a safe environment to learn how to jump and pickup weapons. Good job on this! And generally speaking the game is quite nice both sound and graphics wise :)

Proxima by edgeofcode 2016-08-30T13:55:00

I love the telling style reminded me much of good old Dungeons & Dragons (the pen & paper version). Good stuff. Same with the sounds for scouting - really nice! But the hunger and thirst are a little to harsh i guess

Homecoming by adaFish 2016-08-30T13:36:00

I like the atmosphere but i miss some sort of objective. Also the floppy looked a bit strange as @slam_nine described it and sadly the game crashed as i tried to get the audio cassette to work :|

Temple Plunder by Fidrik 2016-08-30T00:32:00

A little bit frustrating since the pattern for the traps were overly complicated but other than that it's really cool! I'm impressed how much gameplay one can deliver in this short time frame if he's not as noobish as I am :D

Search for the Bygone by sudojess 2016-08-30T22:16:00

The general atmosphere is cool but the background sound is very repeative and walls had no collision in the web version. Gameplay is a bit lacking sadly because there is not enough interaction with the surrounding world (even though its design is cool).

Little God Academia by Linver 2016-09-01T11:18:00

The idea of developing language and mathmatics and letting this affect the actual ingame representation... Genius! Really cool game :)

LD38 — A Small World

Abaddon by Geckoo1337 2017-05-04T21:45:34Z

It would have been great to have an arena like level or maybe a maze so you don't have to check all directions constantly. But honestly that's the only thing I can add - besides that the game is gorgious! The art style has some heavy retro vibes and goes really well with music and sound effects. Generally speaking the atmosphere was very dense - and that is an amazing thing to achieve especially in such a short time! You did a great job here.

Run, U Fool! by zgragselus 2018-04-30T11:10:37Z

Could be improved: - Music is sometimes unfitting - I'd rather have other sound effects - The player should be locked in the teleporter because he can walk out after teleportation starts and still die - The chains feel really clunky and distract from the otherwise polished feel (WebGL version) - Balancing could be improved. Maybe mix door colors when the player is progressing too fast and make the destruction slower if he's too slow?

Good: - Visuals are really nice! Like other people already said: the lighting sells it - Controller input feels pretty good - maybe in some instances a little bit floaty - The general idea is great.

In general I liked your concept and the execution seems pretty polished. You created an impressive amount of content.

littleBLASTplanet by gamepopper 2017-05-02T23:40:36Z

Graphics

Plain and simple: awesome. Love that style.

Music

Fits the graphic really well. I'm suprised by the music generator - I actually thought about using it too but had no time in the end.

Gameplay

Theoretically gameplay would be fine. I'd like to especially mention controlling the character feels really polished! But put in praxis there are some thinks that could be improved on easily and allow for much more fun. I don't know if it's a web version thing but it kinda feels like the hitboxes are too big. I always feels like I'm running into the aliens before I should've (I get that I'm not actually supposed to run into the aliens - just one thing I quickly realized). Another thing is that the window size for me is too small. Again this could be a problem with the web version - I don't know. It gets really really annoying when those bouncy enemies come and you can't really see where they are jumping. Also while talking about those bouncy fuckers: one of the jumped right in my face after spawn... Not nice!

But even though that sounded quite negative - just trying to leave some constructive criticism - the game really comes together nice. The controls and graphics feel polished and music and sound effects fit. I still think it's an awesome game :)

Little Remains by nilead 2017-05-04T22:33:25Z

Negative stuff first: you should not be able to move while in a dialog - or at least end the dialog when you walk away. Otherwise you walk around with that dialog box until you clicked it away (a good solution would be to make the dialog disappear when out of range and make the character walk slower while in this range to indicate that he's about to leave the dialog). Also somewhere around the angry one someone said "He needs to chill! [...]" - that sentence did not really fit in the spot - at least to me.

Okaaaay... Now the good stuff! The art style is really cool. That concept art style blended in seamlessly with the 3D models - great job here. Of course the animations should also be praised, awesome! Next, the sounds were pretty incredible too - aswell as the writing of all the characters. All in all the game looks and feels really cool and wouldn't it be for the sometimes strange feeling camera turns and bumping into walls (maybe some indicator would be cool for areas you can't walk) and the above mentioned points - the game would be perfect to me. And yes I know my critique is very nitpicky for such an ambitious entry but I figured since you seem pretty professional with developing games you could also do with some constructive criticism! I'm looking forward to your next entry :)

Edit: Just remembered one more negative thing before I'm out of here - sorry. If you could find a way for cooler quests instead of search my three pigs - that would add alot.

Edit 2: Just realised I use the word 'cool' way too much. My apologies, english is not my first language.

Goodbye, world! by chromableedstudios 2018-08-18T15:35:23Z

What's good

- The **out of screen** indicator. - The **physics** work exactly as imagined.

Could be better

- A **"forward" option** would be awesome. - **Music**. - Another **aim option**. For example the aim line could be between the currently active base and the mouse cursor - would be more intuitive in my opinion.

Shooting myself with a full run around the planet was quite fun - what's there works. Solid entry - Anudin

Snake On A Plane by spacedoubt 2017-05-02T07:52:56Z

The graphics are neat (in a retro way that is) and fit the audio really well. Gameplay is pretty cool - that's a natural since it's ~~basically~~ Snake. What I would've thought of as a necessary thing to finish in time are the world boundaries - but I know how tight the time budget is. What could be improved to make the game much more appealing to me: a slightly angled camera so you can see where you're going, smooth camera turning (like others already stated) and change something about the way the snakes parts look that are in the camera. They somehow move jerky and it's like constantly flickering which is desorientating in the long run I think. But nevertheless you delivered something in 48 hours! Be proud and have a good day - Anudin

Beware The Idiots by Gris 2017-05-02T23:27:09Z

Gameplay

Simple gameplay idea but I can imagine it working out quite well. Sadly there are some bugs (maybe only in the web version?). For example sperm sometimes didn't care for bait or swam directly through drawn walls (wall drawing is also a cool mechanic by the way). Edit: Just read that the quick sperm swimming through walls is not a bug. The problem is: it feels like one. To change the feel of this some juicy effect might be needed - something that clearly states that this situation if in fact a wanted feature. Also maybe drawing a wall should not destroy the sperm - explicit clicking would feel better.

Sound

The music gets annoying fast but the sound effects are kind of cool!

Other

The "tweets" in the menu are genius!

Diminishing Lands by drazil100 2017-05-04T22:00:31Z

The idea of the terra forming is really interesting and works great. Also the platformer controls were pretty solid *but* getting upwards was a bit tedious. You should propably add a bit more upward motion when you are wall-sliding and jumping upwards. Also I do miss some spice - like the world decaying faster when you collect more coins or something along the lines.

A giant called Frederick. by Anudin 2017-05-05T08:16:50Z

@geared-games Thanks for the feedback! That's exactly what I wanted. Others: bring it on! I need more!

A giant called Frederick. by Anudin 2017-05-05T09:50:28Z

@dunin Thanks for the feedback! I added the bug to the list of known bugs on itch.io and will come back to it later.

@jk5000 Great feedback! Those were exactly the points on my mind. Thank you for taking the time.

@stupidpawn "Poor execution" - ouch! That hurt. But I knew this before - development was a bit slow because I never used the Godot engine before and therefore there was not alot of time for tweaking my idea. So you're absolutely right! Thank you for being honest to me because honestly your comment is worth more than 100 three liners praising a game that is not very well put together. Especially the point about the percentage is interesting even though I'm not exactly sure I need to change that. Maybe a good ingame tutorial is all that is needed on that side?

Again thank you all so much for the feedback! I read every comment and take notes on how to improve - so keep the feedback comming.

A giant called Frederick. by Anudin 2017-05-05T21:50:22Z

@dunin What resolution does your monitor have?

@dejvo Thanks for jumping on the train of bashing my poor soul :) A friend of mine actually experienced the same issue with the mouse not registering most of the time - he was playing on a laptops touch pad. Using a hardware mouse the problem vanished and at the moment I assume it's a driver issue I can't fix (at least thats a good excuse - isn't it? I will investigate on this though). Is there any chance you were using a laptop touch pad too (even though it works on the touch pad of my laptop - strange issue)? The point of not knowing what to do is also very interesting. I will update the game description - which is admittedly shit - both here and on itch.io to better explain what is going on.

A giant called Frederick. by Anudin 2017-05-07T10:21:48Z

@simple-blue I'm awfully sorry! You just testet an HTML5 version that I just uploaded and removed now because of the bugs that you stated... It was just there for me to see if the HTML5 exporter actually works - bad timing :( Dead planets now work again as they should - no infinitly increasing score etc... Still some points you made are absolutely true for the fixed version aswell (I left out the point about ingame tutorial because it was already stated a few times by others):

- You can't throw people back to earth. That's not a bug but since I have no ingame tutorial and the game description on itch is fucking terrible you can't know that. - Thanks for the positive note on the art style. This point is actually interesting - you're the first to bring the mix of outline / no outline up - and I already noticed it too. I will propably remove the outlines from the giant. - Finally I think limiting the player to throw humans straight up adds to the game but I should indicate that either in an ingame tutorial or add an arrow pointing up etc. I'm also thinking about making the planets move - which should add an interesting aspect combined with the restriction of the throwing angle.

I'd love to fix all the points I received and I will in the future but I'm very busy at the moment. And one even bigger problem: I discovered a game design flaw in my game that basically requires me to completely redesign the gameplay which has to be done before I apply the rest of the feedback points I got... That's what you get for not prototyping correctly during LD.

A giant called Frederick. by Anudin 2017-05-08T21:20:36Z

@richard-michael-smith @puppetmaster Thank you both for the kind words - it means alot. Especially on this ludum dare as there are alot of things which can be improved on my entry and me explicitly asking for a bit more harsh critique that is more than welcome. I think anyone who delivers something on a ludum dare takes pride in his work even though he might realize that it's far from perfect (or even good). So again thank you both!

Personally I think some heavy change on the gameplay is needed besides some other major points but I still like the direction my idea took alot and therefore will continue developing this game - possibly also porting it to android (I can easily imagine the throwing mechanic to be really cool on a tablet). So stay tuned :)

A giant called Frederick. by Anudin 2017-05-22T10:52:18Z

@occultone That's actually exactly what I'm going to do once I get some free time on my hands. I fully agree that the fundamental gameplay needs a biiiiiiig change. I just have to think about how that change will look exactly :D

@richard-weug Thanks for your feedback! I will eventually rate all the games of the people rating my games but I'm very short on time right now. As for the juicyness - I'd love to! But as you already mentioned the time frame and the fact that I was learning the engine while doing this LD (first time with Godot Engine) held me back on that. Next LD I'll be more experienced and maybe have a friend of mine join me - so that could turn out quite well!

LD39 — Running out of Power

Ashmup by TimTipGames 2017-08-02T13:53:32Z

The gameplay is really nice and most of all satisfying - especially when shooting the rockets for the first time. The design of the enemy and their behaviour is also really nice. It still feels like it's missing something to really hook me - maybe less enemies in exchange for more movement speed?

POWER by xk_the_name 2017-08-02T16:57:25Z

This is my new number one game so far, followed by Escape! and Breath. Obviously part of the game design was already there but I think the energy system gave it an interesting spin. This played really well - nothing to complain about for the time testing. 5 stars

killer clown night by luizdev 2017-08-02T15:48:40Z

Okay there is one major issue with this game which kills it for me - lack of time or progress indication. I don't know if I understood you correctly - I thought the game is about just staying alive for a certain time and your ability to survive is only the flashlight. If this is correct the visuals are not needed at all which led me to just stand still and click on the screen as soon as I heard a sound without actually paying attention to the game. So I think you need to find a way to tell the player that the game is still running and the game world is alive :)

Pain That Binds Us by Jungle 2017-08-08T16:00:01Z

Okay starting with the things I don't like. I don't like the beginning of the game, the quick time events to get free are too repetitive and it's very frustrating to just get free only to get directly grabbed by a guy from behind. Also I saw the background having visible seams. Next - it's fine to not tell me how to jump but make sure I can see when I'm supposed to jump. The first opening in the ground was hard to see and additionaly there was a branch in the foreground to cover it even more. Now to the good stuff: graphics and sound are great. Especially the pixel art and animations. Story and how it relates to gameplay is awesome. One suggestion: when you lie on the ground you could disable the ability to just hold forward to move. So you would have to press forward again and again after some cooldown to really show how the hero is struggeling. I especially liked the jumping part - that is one point I would try to center the game around.

One big last critique point is that the game is a bit too buggy. I saw it crash on stream but on my first play through it played fine. However after restarting the game (I wanted to check if I got the story right, so good job on this part, really!) the game broke after the first memory. There should at least be checkpoints to fight this which shouldn't be too hard to do.

All in all a really nice entry with potential. Greetings from germany!

HellOnEarth by Dingbat 2017-07-31T21:38:04Z

The game is really well put together. I like the idea or reproduction alot and the gameplay feels very dynamic due to the daemons chasing the people, shots having a little spray and bouncing of walls. Also the blood effect and animations (even if it is a big word for this) are really really enjoyable. The sounds could be improved a bit and maybe some music would be great but I know myself how tight the time is. But one "easy" tip I can give you for your next LD: rework the HUD. The position is just akward - I always loose track of my health and ammo. And maybe and some indicators for your health besides the HUD like color changes or a screenshake when getting hit which gets stronger when you loose health? Anyways great job! Superb entry.

Tiny Warlock by bwalter 2017-08-02T17:06:51Z

The game feels really cool in the beginning however I'm not sure if I encountered a bug? I got to a point where so many explosions and enemies are on screen that I could literally see nothing! Explosion everywhere - no orientation at all.

Inefficiency by lcmw-spud 2017-07-31T22:42:33Z

Well after reading your description I expected much worse... I actually like the game idea. And your humor! The same game with more refinement in every department could've been really fun. Summing up: graphics - you know they are placeholders, music - too much base in my opinion and could become repetitive, sound effect - is repetitive and the worst part is I can't distinguish my shots from the ones of my enemies. And since they don't make noice when hurt I never know if i hit them. This is also related to the delay 'till the shot is played. If it would be more immediate and sound just a little other than the other shots that would improve alot

Breath by sundr0 2017-08-01T22:03:17Z

This game looks amazing and I like the movement alot! Music and sound are also really great - except for the alarm sound which is repetitive. Also the blur was way too present - it was a really nice addition but I would think about stopping the blurring completely after the first few seconds. Together with the motion blur it was way too much for my brain to process. But all in all an amazing entry - even though I couldn't get past the second door because there was no key and the doors won't let me through

Basement Dweller by PokeRaySuper 2017-08-01T21:30:31Z

The flashlight didn't have enough meaning for my taste. Also it was wierd that I couldn't shoot when the light is off. The sound effects we're repetitive. And somehow I never got a chance to refill my batterie. This leads to a feeling that I'm just fighting but can't actually win which is not good. This removes alot of motivation. My review sounds really negative and there is alot to be improved but trust me: I want to help you with an honest review! Congratulations on actually finishing and submitting and good luck for your next LD :)

Luvius by Anudin 2017-07-31T23:15:01Z

@sir-daniev I'll do so immediatly! Should be up in like 5 minutes.

@rogue-studios I'll add the control description to this page too. I'll also probably rewrite it for clarity later that day (it's 2AM where I come from).

@binary-coder That's a good point. This was my first time working with sounds and I had a bit of trouble with getting the sounds to play well together and at the right timing :'D

@cliffracerx Better description on what to do will be added after I slept. The flashlight is just a bonus if you can't look fast enough on initial light flash - that's why the battery is so limited. But I can think about increasing it. You are actually spot on on the story - it was added really late because I felt the game would lack alot without one. I think I pulled it off pretty okay considering the little time I had to do it but I agree it can be improved on.

Thank you all so much for the reviews!

Luvius by Anudin 2017-07-31T23:27:27Z

@maldo19 Yep, this is exactly what I'm looking for :) I noticed on my first LD entry how many trash comments there are - left clearly just so you play the games of others. So on my second entry I asked for a "fair roast" which I got. I got helpful critic! So that's the tradition I wanted to continue this time (my third entry). So if I understand you correctly the main point to improve on is audio timing? I could easily agree on that - I never worked with audio before so this was all new to me. I LOVE the idea of silence before the steps - a random amount of silence would add alot. Why didn't I think of this? I'm probably tired. I think I'll add this feature tomorrow. Thanks alot for the review

Luvius by Anudin 2017-08-01T07:25:53Z

@dalbinblue You're not missing anything. The gameplay mechanic is exactly as described in your second paragraph, the flashlight is there for the people who aren't as fast as us (you don't necessarily need it) :) The graphics aren't "great" but I think they are pretty okay - there was not much use of putting in alot of time on these as you don't see alot of it. It's still almost the best I can do pixel art wise. Originally I wanted to hand draw the screens but the time frame limited my options there. I gave alot more time to audio which is also why the story is not really related to the gameplay (well it is very loosely). Adding like a little tutorial room is a good idea but at the end of the jam I was too tired to do it - I might actually add one today. I absolutely agree that the game doesn't explain itself and try to fix this today.

Thank you for the feedback!

Luvius by Anudin 2017-08-02T14:24:19Z

@lawrence That's the supposed behaviour - you have a flashlight. You only get to see the level for a short time before it fades into darkness and you should remember where the doors are. The game over appears because you haven't selected a door before the entity got to you. I tried to explain the game a bit in the tutorial but I might need to also adjust the "How to play" some people seem to have a hard time understanding what they need to do :(

Luvius by Anudin 2017-08-03T09:56:09Z

@duzzondrums Besides manipulating the volume I planned on also manipulating speed - maybe with an exponential increase - but figured I wouldn't need it and cut it. Well... Time to readd it the list :D Same goes for audio cueue. I wanted to play a breathing sound which plays only if the monster is close... Or maybe heart beat sound? Might be better for the short time it's playing. The sound on the foodsteps could vary more - I agree completely - I just didn't know how to do it.

Finally speaking on the tutorial - I suck at that. I also suck on explaining stuff to people in "real-life" so that just might be a thing to work on. Especially as a game designer you need to explain and ship ideas I think.

Luvius by Anudin 2017-08-04T07:25:54Z

@estebe The tutorial was a late addition to try to fight the frustration some people tend to get from the game - which is understandable. I actually think alot of the frustration comes from the "Game over" sound because - as you said - it gets very repetitive. I just haven't figured out a good replacement. I'm currently working on improving the tutorial before rating more games so hopefully not too many people will play and get frustrated before that happens :)

Luvius by Anudin 2017-08-28T20:46:03Z

@sempra Thank you - it means a lot!

Escape! by Damoy 2017-08-02T16:06:02Z

This is my favorite game till now. There's not a thing I don't like except for the difficulty going up to fast. But balancing is hard to get into the time frame. Balance it and polish either the graphics or give it a even more retro look maybe with some shader or add a gameboy like frame in the background to give the illusion of a handheld. Should be awesome! Also consider adding nice music.

Blow Out by Cristi Mihai 2017-07-31T22:32:10Z

You obviously now the areas that can be improved but I'd like to add that I really liked some of the artwork - like the tv for example. That is really good quality! Artwork wise you could work on the animations. I know how freakish hard (at least for me) animations from multible angles are... You are even better at that than me. But e.g. the sideways walk of the player character looks strange in my opinion. I wouldn't change the upper body and only change the legs - because it looks vers flattened when you do it they way you did it. That way or you could crank up the resoluition just by a tiny bit. All in all good job and I'll see you next LD!

Westwood Hills Hospital by Lawrence 2017-08-01T20:51:51Z

The game seemed fairly unpolished as for example I could walk partly into walls, the key to "search" is gigantic and the overall feel. I liked the use of the audio and the building of tension - starting with a slightly cozy feeling with the rain sound and getting more creepy. There's lots of room to improve but after all that's what LD is all about (at least for me)! Anyways congratulation on finishing and good luck on your next entry :)

Jim The Small Electrictric Man by Lander.M 2017-07-31T22:49:22Z

I liked this way more than I thought I would. The art style and the main menu are really sweet, the audio was also way better than expected. Of course you can improve on it but it's already quite good! I also loved the humor - but one thing you should work on is the writing. It seemed a bit careless. Have a good one!

Engolasters January 2021 by Deconstructeam 2017-08-08T21:49:56Z

I was really missing a dialog option to call for help instead of "I was contacted by aliens..." while bleeding with a hole in my stomache. Then I proceeded to drive home immediatly because... Well - I was dying. The game ended. Noone mentioned my having a hole in my stomach of leaving bloody footprints. So this path was a bit lacking in the writing department - but read on! On this point I was already hooked because even though there were these flaws the game looked good, sounded good and felt good playing. It felt quite polished and I was suprised by all those gameplay elements - the phone panel with a camera leading and chooseable hashtags, the GPS with real time position, the contact list where I could choose and actually select dialog options. Generally dialog options! Footprints in the snow! So I've seen only the tip of the iceberg but the iceberg was already massiv. MASSIV amount of content. So I proceeded with playthrough number two (were I was directly thankful for skipable dialogs). I forgot to mention: a fucking refillable car? 8-way movement? Sign me in.

Notes on your smartphone? Batterie draining when using GPS? Okay I actually died on this try but I didn't regret giving it a second go. And I was really close to go in a third time! That's unusual for me. Maybe I'll give it a final try tomorrow.

Summing up: I'm mighty impressed. This game didn't blew me away with technical novelty... But the content! There's so much and it works really really well together. Also, the writing was actually seriously good. Cudos to you guys - one of my favorite entries so far (maybe even my favorite)!

Cheetah Power by shabap 2017-08-01T22:29:57Z

The hitboxes are too big and if you scare them they'll not relax after time. But besides that I liked the game alot. The gameplay is actually really fun and movement feels great. One strange thing is that the animals will actually sometimes flee towards you. The only thing that wasn't obvious about the gameplay was how to eat. I knew I needed to but I couldn't figure out how. Because it's essential you could maybe add a little overlay which says something along the lines of "Space" or "Press space to eat" etc.. Great job with the entry - I had fun with it :)

Deep Space Nine Volts by Boxfort 2017-07-31T22:58:43Z

Lack of oxygen killed me too. This is mighty impressive and not just because it's your first submission here. That thing is pretty complex! Now the balancing needs alot of love and you might want to rethink the level layout - there should be a more straight forward way to get to the charging room as you go there so often. But that's about it with negative gameplay stuff. Which is pretty solid! Of course you can improve with graphics / sound also but the time budget is not very big. Good job

Enter the dark tunnel by Mvdvelden 2017-07-31T22:15:31Z

I didn't understand what the upgrades meant. Also the zombie thread wasn't present enough - turning this game into a "I click... Not much at all happens". I can see you propably put alot of effort in this but the lack of a real thread killed the fun for me. Motivate me! And don't let me click everything a thousand times - my hand hurts :) As an alternative example: you could do every operation with one click but it will take longer than if you click multiple times. This way you won't have to click like a maniac all the time.

TITAN, Defend Earth before it's too late by MichaelTWG 2017-07-31T23:06:41Z

This is absolutly incredible. The art is perfect the game idea itself is so cool and well executed! The UI was good sound was good the only thing that could've been improved on is music and balancing. Nethertheless - this is an awesome entry. I bow for you.

LD42 — Running out of space

Air Dream by wolar 2018-08-18T16:49:19Z

I really like the idea but find placing the people quite tedious (and easy, but that was already mentioned). I'd love you to come up with some efficient shortcut system or something alike that makes it easier and faster to place people.

I really like the idea of the game but the gameplay needs some changes to be fun. Congratulations on the entry - Anudin

Bleach Beach by Steffo 2018-08-18T15:17:25Z

What's good

- I really like the **graphic style**. - I like the **details in the surrounding**.

What could be better

[*General*] - Everything could feel more "snappy". Atm the **game feels very floatish**, which suits the fact that the boat swims but doesn't help the gameplay. - The **physics** were interesting but I think a bit over the top. For example pulling in fish shoots my boat around which is really distracting. Maybe remove that effect - generally I like a bit wonky physics. - Some catchy **background music** would really help. - Something to **indicate where I should move** to not get stuck on land would be nice. - The **enemy boats** were mainly an unwelcome distraction for me. They didn't have a huge impact on what I did other than annoy me and when they touched me I got shot into the air.

[*Bugs / Gameplay breaking*] - Fish clipped behind the environment. - Enemy boats got stuck.

I would suggest either removing the enemy boats and going all in on the fishing aspect or really fleshing them out. They need a more major impact on the gameplay. I'd also love to be able to use the harpoon as a grappling hook and maybe allow the player to dive deeper into the water. I think the mechanic of popping in and out of water is interesting and has great potential.

With all that said, I think there is a place for a fast paced hardcore fishing game with exaggerated physics ;) Congratulations on the entry.

Battle Billiard Galactic Edition by Anudin 2018-08-14T22:23:03Z

@lost-dutchman-software I'm seriously sorry to the lousy tutorial, note that you get bonus points if you manage to collide two rockets! My highest score is 1600 on wave 24 but as the dev I have a bit of an advantage ;) I'm looking forward to see more scores

Battle Billiard Galactic Edition by Anudin 2018-08-14T23:25:16Z

@kungkras One of the goals for this LD was to limit myself to simple shape which helped me to focus on programming - I might keep this direction for the next LDs (even though I enjoy doing graphics but it takes sooo much time)! Movement was designed to feel "floaty" as in space but I agree it's not perfect - I haven't found the perfect mix of floaty and snappy. Do you have any suggestions in this regard, specifics that I could change with the movement? Thanks for the feedback!

Battle Billiard Galactic Edition by Anudin 2018-08-14T23:33:56Z

@reax I'd suggest you play around with the pool mechanic a bit longer - each "kill" you get earns you 25 points which amounts to 25 seconds of survival.

It's a considerable boost but I still agree with you especially later in game. I could give more score bonus, give less points for survived time and I also played around with the idea of adding bonus "pickups" that appear from time to time for a short timeframe and give an extra big boost if you hit them; in order to break repetitive gameplay - sadly I didn't have enough time to implement it. Do you have other ideas regarding the balance between dodging and the pool mechanic?

Thank you for the feedback!

Battle Billiard Galactic Edition by Anudin 2018-08-15T06:59:24Z

@reax You are free to aim anywhere within that circle and the bullet shoots precisly where you aimed, allowing said pool behaviour.

But I agree that the implementation is misleading, in fact in the beginning the bullets had auto-aim and the circles are kind of left over from that. On the other hand I like the visual effect of them, maybe a better tutorial would have helped ;)

Battle Billiard Galactic Edition by Anudin 2018-08-18T05:48:57Z

@lost-dutchman-software Awesome! I need to learn how to add a leaderboard for the next LD though... Makes stuff THAT much cooler.

@seizethedia Thank you for the feedback! Colliding two rockets was designed to feel special, that's why the charging takes some time, the explosion has a different color and particles and the screen shake is more extreme (don't know if anyone noticed this at all? ^^). You might still be right though, lowering it by something about 0.5 seconds sounds like a good idea. But it's also a penalty for missing, when you collide two rockets you gain full charge!

I'm also still thinking about how to move more focus towards the billiard mechanic and disrupt repetitive gameplay. Two things that I want to try are: - A classic combo bonus, more kills in shorter time give way more points - Maybe automatically re-enable slow motion when two rockets collide so you can try to get more kills right after and connect them to a combo

Also I'm thinking about slowing down the progression of difficulty so there's more time to aim. Might need different kind of targets though or the game could become boring.

Battle Billiard Galactic Edition by Anudin 2018-08-18T12:59:25Z

@seizethedia I like the thought of a billiard ball or something in this direction but I'm a bit opposed towards powerups - not because I don't like the idea but in LD I try to experiment and play with unusual mechanics and powerups are one of the most mainstream (and my entry for this LD is already dangerously close to a generic bullet hell game - sadly I wasn't too inspired by this theme) ;)

I could imagine something like a "Godshot" feature. At random times there would spawn a billiard ball which will introduce an additional layer of indirection: you would need to hit the ball with your shot and the ball would need to hit an rocket which in turn would need to hit another rocket... Would be brutally hard to hit but give an absurd point bonus.

Battle Billiard Galactic Edition by Anudin 2018-08-18T18:43:38Z

@cydouzo First of all: thank you for the feedback!

The hard thing was pulling of a mix between floaty and responsive controls - because I wanted that space feeling - I might have ended a bit too far on the floaty side. On the other hand I really don't want it completely snappy, I might have to tweak some values there. Maybe it would suffice to make the boost more snappy? So the normal controlls would be a bit floaty but if you need to get away quickly you use the boost.

I agree that the bullet time takes too long to activate.

On the bouncing: what do you mean by randomness? It's only buggy in the sense that it allows you to leave the arena before it throws you back which was a design decision because it shouldn't feel like a hard wall but like an organic pull when leaving the area - which could've been communicated a lot better but was veeeery far down the bucket list ;)

Did you have some other buggy experience with the boundaries? The bug on spawn is new to me but I fixed some stuff in the post LD version which might have already fixed that. I don't know if I will release a post LD download but I hope to do so.

Battle Billiard Galactic Edition by Anudin 2018-08-18T19:26:07Z

@cydouzo I don't have the code in front of me right now but I think the speed with which you get pushed back into the arena depends on how fast you move out of the arena (your momentum).

Yeah, there are serveral presentation issues which make most of the game really un-intuitive and it's a shame. Sadly such things are most of the time out of scope during LD - I'm happy if I at least get some good balancing done - which I'm quite happy with this LD.

I'll let you know if I release a post LD build. I hope to get some kind of controller support going because I think that would be pretty cool combined with fullscreen on a TV.

Battle Billiard Galactic Edition by Anudin 2018-08-22T20:16:27Z

@luca1152 "[...] since you don’t have to aim, [...]"

Can you explain this in more detail? You have to use your mouse to aim.

Battle Billiard Galactic Edition by Anudin 2018-08-22T20:41:46Z

@luca1152 Ah okay I thought I didn't understand you correclty - no problem. I've got some presentation issues going on in the game which make things a bit unintuitive.

Battle Billiard Galactic Edition by Anudin 2018-08-25T20:17:42Z

Shoutout to all the commenters, the first post LD version is fresh out of the stove (on Itch.io). @lost-dutchman-software @kungkras @reax @interpol @crafty-mine @seizethedia @cydouzo @luca1152 @smbe19

Battle Billiard Galactic Edition by Anudin 2018-08-27T09:22:05Z

@kungkras There is a download link on Itch.io (yeah same link on this page), it's marked with POST_LD.

Battle Billiard Galactic Edition by Anudin 2018-08-27T09:30:19Z

@felipedev I don't think the rockets are too small but you still have a point: the collision response doesn't take account for the shape of the rockets which is physically wrong and unintuitive - but I couldn't change that in time.

Also too fast would be to hard later - I could implement it with a difficulty system though.

Completely agree on the highscore system I need to learn that for the next LD. That is a game changer.

Battle Billiard Galactic Edition by Anudin 2018-08-28T07:17:12Z

@dleanjeans You could use the *_exited signals on Area2D or as in my case I just checked if the distance between center and player is bigger than the circle radius. I didn't use the physics engine by the way, it's all custom code so I have full control over what happens.

Battle Billiard Galactic Edition by Anudin 2018-08-28T11:45:25Z

@dleanjeans That's correct - it's dependend on your current velocity as far as I remember. So it was a design decision but it's not really well communicated to the player. Some visible force pushing you back and sound effects could have helped but were out of scope.

Hopeless Run by Cydouzo 2018-08-18T17:15:08Z

What's good

- The **graphics**, I'll come back to them later - The teleport effect looks really cool! - The **gameplay** is solid - Good humor!

Could be improved

- The **gameplay**. Yeah it's solid but not too exiting.

Again, on the graphics: The sprites are good quality, I think if you replace the black background and maybe add some glows the game would look really nice.

Quite the good entry, congratulations!

Penguin Odyssey by ventura 2018-08-16T12:23:36Z

What's good

- I liked the **music** but a bit more variety would have been nice - The **spacing between the platforms** felt good

Can be improved

- The **controls** could have been nicer - maybe change jump height depending on how long you press and add a little delay when landing so you don't jump immediately again - The **fish boost** wasn't that interesting since it's basically a permanent speed buff. Maybe make it a one time use thing with it's own button. - The **platforms** need more contrast to the background. - Maybe remove the shiny effect on the **platforms** and use a 9-patch instead. Seemless strechting!

Basically there are a lot of things that can be improved an that's great. You made something, now be proud and learn from it. Good job on the entry - Anudin

Bloody Hooligans by Natwomb 2018-08-14T22:54:25Z

Very solid entry, good job!

Good

- The **car control** felt very polished. Pretty amazing stuff. - The **visuals** worked together nicely, especially the flames and blood.

Could be improved

- The **music** could be a bit more pumping and louder. - I'd like to see some changes to the **gameplay** to allow for strategies and skill, maybe a bigger map - The **hit animation** of the zombies could be a bit slower so you don't get all those driveby hits - The **UI**

Those are my takeaway points, congrats for delivering!

Shrunkeon Dungeon by DleanJeans 2018-08-27T14:02:35Z

One of the best entries I played so far - the visual design and music are great, gameplay runs smooth, UI looks great. Lots of feedback to the player through use of color, screen shake etc..

As far as critic points go I think it's easy to loose track of your current health and the time spent to animate the pause menu would maybe be better used to balance the weapons or at least explain them in more detail. Running around in circles just shooting arrows felt like a bit too valid strategy.

Really awesome entry, polishing is on point as far as visuals and music go. Congratulations!

Edit: I think it might be worth a try to always zoom out the camera so far that you can see the whole arena. I ran into enemies that spawned out of my sight way to many times.

Displacer by JesterSeraph 2018-08-27T11:30:58Z

What's good

- The art style is seriously cool. Especially the player coat animation - The mechanic of throwing something over your back really gives the impression of digging! Good job

What could be better

- The name of the game in the start menu should be more seperated from the options - Button to main menu in the death screen wasn't clickable for me - The state switching between landing and running wasn't working properly (the character is "floating")

Some ideas that could be added: a forward slash which pushes through trash and explodes it away to the sides would be cool especially later in game. Some progression is also needed as I grew more and more bored after some time.

Congratulations on your entry!

MoodFood by DosWosh 2018-08-16T12:49:57Z

What's good (or in this case great)

- Exceptional use of the theme. - Everything feels super polished! - Writing - Visual design - Audio

What could be improved

- Maybe reduce the rotation of the camera a bit. - Movement feels too slow. - A dodge mechanic could make some moments less frustrating. - The spawning is a problem since I didn't feel like I got better at the game - maybe the most crucial feeling to a shooter - an enemy spawns behind me and I die.

The polishing on this entry is insane. Really great work. I think there are some things on the gameplay that could be optimized but it clearly has potential!

Forklift Frenzy by malif 2018-08-15T22:08:38Z

Absolutely lovely entry! I must admit that this game was lacking in the fun department for me, I didn't feel like I had time to develop skill and strategy so I would suggest a slower buildup (or slower gameplay in general to emphasize strategic thinking). However I am extremely impressed by the actual manouvering and stacking mechanics - the gameplay felt extremely well designed in this regard. Because of that I would have loved if the pallets stayed for a second before being moved inside the cars so I can admire my stacking work. Turning around felt a bit unintuitive even after doing it multiple times so I would suggest a 180° turn button.

Again, I'm extremely impressed by the technical side and control design but there are some changes needed in order to make the game fun to me.

Good job - Anudin

Crushed by comenoha 2018-08-14T23:16:20Z

Good

- **Graphics style** is cohesive, maybe remove level backgrounds to remove noise - **Gameplay** feels well designed - **Controls** feel good

Could be improved

- **Wall jump** feels quite akward, too "snappy" - **Background music** is too repetitive

Great entry, congratulations for submitting!

Additions: Initially I chose level 3 and got very confused, maybe lock some levels.

Sometimes the levels get frustrating, this one for example:

CRUSHED.JPG

Hell of space by framg 2018-08-19T10:28:45Z

What's good

- **Graphics** are pretty solid. Most of the drawings are quite impressive too. - **Background music** fits the game perfectly. - **UI** design is *really* nice.

What could be improved

- **Difficulty** as someone who sucks incredibly at memory everything was way too fast for me. I barely feeded one or two creatures completely after 3 tries. - **Enemy placement** could be more centered, it's incredibly easy to miss a creature on the sides of the screen. - (Nitpicky) the **overlay** to restart could use some sound effect when it appears.

Some more ideas: I would reduce the slots where enemies could spawn and center them more aswell as introduce some kind of progression to ease the player into learning the game.

It's a very interesting idea, it has a lot of elements from memory. Solid entry!

Crate Typist by Luca1152 2018-08-16T11:50:23Z

Good

- The game manages to capture the typical tower defense **panic** when enmies get closer - Although I found the **music** to be a bit repetitive it's chill and fitting

Could be improved

- The **music** is a bit repetitive. - It's super frustrating if you start **typing on the wrong grate** by accident. The system should be able to recognize if the key you are pressing is matching on the clostest grade in the other lane. - A **linear layout of the lanes** would make it a lot easier to see on which grades you should focus. - A **slower speed progression** would have been nicer - **Stronger color differences** between the grate types

A lot of critique is subjective and would maybe be best resolved with a difficulty setting.

The best I could manage was wave 4 / 190 pts. The number of good vs "bad" bullet points isn't a rating just what came to my mind, I liked the game a lot and it was fun. I tried multiple times, good job on the entry! ;)

Crate Typist by Luca1152 2018-08-16T12:08:13Z

@luca1152 Basically I would need a system to change the **crate** [ ;) ] I'm currently typing to without finishing it. Maybe I didn't notice how close a crate on the other lane was to the exit and started to type a long word. One system that would allow that behaviour would be to limit typing to the two crates that are closest to the exit (one per lane) and if the user types a char that doesn't match the current active but the other closest crate change focus. I hope you can understand what I'm trying to say.

Crate Typist by Luca1152 2018-08-16T12:47:40Z

@luca1152 I think that's an even better idea! Yeah. Another thing that just came to my mind is that maybe you could let the closest crates glow a little - just to give you eyes something to focus on and to see quickly where problems could arise.

Crate Typist by Luca1152 2018-08-16T12:52:54Z

@luca1152 Yeah I noticed that but it's quite subtle when you are panicking

No More Space by _Kassjak_ 2018-08-18T16:20:44Z

What's Good

- **Bluescreen** awesome - I like the **music**

What could be better

- Cleaner, Defragmenter had **no effect** (probably a bug). - Progress bars hard to see (because of **low contrast**). - **Camera rotation** is overused and a bit too much. Maybe use a more subtle effect for transitions. - **Tutorial descriptions** are cut on some items.

I liked the idea of a file type hierarchie (e.g. zip can contain folders etc.). Some indicator when a zip file reached max size might be interesting.

Generally I think this is a solid entry with an unusual idea. The gameplay needs some tweaks to stay fresh though.

No More Space by _Kassjak_ 2018-08-18T16:46:11Z

@kassjak Glad to help. even though I have the feeling that the quality of feedback gets better from LD to LD I think there's still huge room for improvement. Better feedback gets us better games! People: dare to criticise and write more than "I liked it.". You'll get way more karma like that anyways.

LD41 — Combine 2 Incompatible Genres

Sure You Can! by sidewalksleeper 2018-04-30T20:01:13Z

That is the most fleshed out game I played until now! Graphics, humor, audio, everything. A beast of an entry. Only improvements I could imagine would be a shorter combo to jump (maybe cuppled with a difficutly setting) and that the music shouldn't stop on dying. Edit: for the love of god please leave the intro.

ASTROPOVER by puppetmaster 2018-04-30T17:37:17Z

Can be improved: - Performance is really bad (newest Firefox version, could be because of old Godot version) - It's really confusing that walking direction isn't shooting direction. I don't think using the mouse is a good solution here. - There is either something wrong with the player collider or there is input lag. Try timing a jump right at the end of a platform, I always fall. - Like it is the case with nearly all LD games balancing needs to be worked on. - The background looks really nice but it doesn't suite the foreground. Maybe try to use a more flat look on the foreground.

Good: - The background effect of the start menu is really really good - Music is solid but too much for this game. It distracts from the experience.

I'm not sure how well the mix of genres worked out here - it felt like a platformer. All in all it's a solid entry but with lots to improve. Until next time!

Tejuru (Tetris & Jump & Run & Digger & Unicorns) by larzan 2018-04-30T06:50:27Z

Good: - The unicorn is really sweet. - The combination works great. The Tetris part is basically a world builder for a platformer. - The ways through blocks are really a smart move from you! Makes it alot more interesting.

Not so good: - Often times height differences of the ways through a block get you stuck since you can't jump high enough. - Sound effects are a bit too repetitive. - The lava is going up way to fast. Maybe slow it down a bit if it gets to close to the player?

I really like this entry. I had not too much fun because I died way too often but the combination and thought that is put into this are absolutely great! Good job.

Zap Herder by foolmoron 2018-04-29T22:40:12Z

- Visuals feel polished - The zapping feels smooth

- Sound effects are too repeating - Score system seems completely luck based - got 200k score and I don't know how - I often died on my first zap and don't understand how that's possible

Maybe make the random twitching slower so the player actually has time to react? But in general I like what you did - the game feels "alive" and it's a nice change from stale worlds / games. But there are serious changes needed to make this more skill based and therefore more fun.

Joe Chef by Aumbra 2018-04-30T07:22:08Z

Quite professional camera coordination and animations you have there! The fights feel a bit too long and the enemy is too quick to dodge ranged attacks even at close range though. Also the flash effect when moving left or right is a bit too much, maybe speed up the player the longer he moves in one direction and let this effect only kick in when he's really fast? Would've also enjoyed a skip fight button so I can watch all those juicy videos! Great humor and entry.

Space Miner by LogFlames 2018-04-25T22:10:10Z

Okay first bugs: I had a battery completely disappear after it landing next to me. Besides that after going back to the main menu and starting a second round I lost all sound besides the "footsteps". Now to the game itself: the idea is good. I also like the graphics even though you overdid the screenshake a bit when drilling. Sound design could be improved alot, the footsteps are a bit annoying. I could see this working if you added a compensation for the longer travel times when you progress in the game - give the player some kind of exo-suite or (even cooler) allow him to jump super high and far! That would also add to the feel of being on a moon. All in all this is a solid entry for what it is - but the game design needs some work.

Edit: About your age. I think it's cool that you can do this already but don't hide behind your age! Take criticism well and continue to learn. Best of luck to you.

Gun Farmer by ludevum 2018-04-30T16:07:14Z

- The sound when getting water from the sea is stacking - I had nights where no monsters at all showed up - If there are no monsters the music shouldn't be as dramatic - If all monsters are dead the night should end - Dropped seeds can spawn under soil so they're invisible - Shortcuts to seed types would work better on controller

I really liked your idea and the execution felt pretty polished. Art style is consistent, music is good, gameplay feels smooth. I think the game would be more interesting without the "waves" so you are working under constant pressure turning this into combat gardening. Nice entry!

Fightwriter by Anudin 2018-04-26T08:09:29Z

@Arbosis At first I was a bit confused why that would be hard - the hitboxes are actually bigger than the enemies. But then it dawned to me: I was using a technique you learn only one level after that to make it easier for me! I'll play around with switching the level order to make it easier or go with the advice of (thank you for the feedback!):

@nick-rafalski The idea of grid based movements didn't even cross my mind while in the zone of developing (now that I read it it sounds really obvious)... I'll add it to the list of things for post LD and prototype it!

Fightwriter by Anudin 2018-04-26T16:20:27Z

@fashionbatman Movement of the player or movement of enemies? Did you realize that you can execute movement commands multiple times to speed up?

Fightwriter by Anudin 2018-04-26T16:47:46Z

@fashionbatman Yeah I need a better way to display my tutorial texts. I liked the idea of including them in the level which makes for a nice look. I'll think of something. Thanks for the feedback.

Fightwriter by Anudin 2018-05-02T07:48:38Z

Thank you @lost-dutchman-software you were the first to give feedback regarding the level design! This was the first time I did level design with an intention. The thought behind every level was to teach one or two mechanics. I'd like to change the layout of some of them, change the order of some and implement the tutorial texts to be less distracting but in general it's a huge improvement over my other entries in this area. I also had a lot more levels planned - I had an Excel sheet were I planned the progression in detail but ran out of time - sadly.

Eggstinction by kukiri 2018-04-26T08:28:48Z

My highest rated game so far. Incredible package. Just checked and you are a team of five, that makes sense to me - I should start looking to partner up too. Everything felt polish, only complaints are the balancing (it seemed very hard at times - maybe slow down level destruction when close to a player? I don't think he would notice in the action.) and maybe the level design. I feel like I'd enjoyed more focused levels more instead of "ramps all over the place". Or maybe make the extra ramps meaningful with "tip ramps" which show with an icon how much strength you should place in the shot to get to a good position / not land in lava.

Zomball by n.feofentov 2018-04-25T21:34:53Z

Art direction: top notch (with only exception being the ball flying animation which is more of a programmer thing). Sound design: could be improved massively, especially the repeating trippling sound - would be better to leave it out in this case. Gameplay: super nice idea, could've been better implemented. The timer is too fast, there shouldn't come more zombies in the next round if I didn't survive the last one. Also the fighting mechanics should be more fleshed out. This game idea has a lot of real potential overall, good job!

Bomberess by Baski 2018-04-26T10:18:02Z

Critique: - The music isn't fitting. Also, the music changes everytime you click out of your browser and back into it. - Aim for a coherent color theme for power ups e.g. blue good red bad. - If the dot on my character is his nose he's facing the wrong way (looking left when I go right). - You can spawn in walls and then get teleported around. I actually got stuck in a 1x1 space. - It should be clearer that you died when the wall touches you. Some kind of animation or sound effect. - It seems that I have 2 lifes, it would be nice to see that indicated somewhere. Actually I think 1 life would be better to emphasize on the danger of bombs.

Positives: - It's really cool that you implemented a leaderboard. Adds alot. - I liked the powerup which reverses your movement direction!

Wrapping it up: The combination of genres is great! Works really well together although I'd maybe slow down the wall and add enemies to get some more Bomberman vibes. Implementation could be improved generally. Solid entry!

Bomberess by Baski 2018-04-26T11:14:52Z

@Baski 4 hours? LD always remembers me how slow I am... If you like the review consider giving it a heart so I get karma. That would be greatly appreciated :)

Typographythm by Radnyx 2018-04-29T22:15:52Z

Ok I realized I was a little to tired to play this at full speed, but anyways. Design, effects and music are really polished. Even details like an animation to show the lifebar - beautiful. Shaders are nice too! Overall everything felt really polished, typing worked flawlessly. Improvements that could be made are a little countdown before fast typing phases so one can prepare and the timing display to be more prominent. Plus let me type in half or quarters too please, I made a lot of "mistakes" while being perfectly in beat. What I've seen in a similiar entry is that they lighted up the corners of the screen in beat which was easy to see while not distracting from the gameplay so maybe think about something like that. Good job on the entry!

Edit: There were quite a handfull of puns in there - nice.

Fishing Asteroids by Arbosis 2018-04-24T22:30:21Z

Gorgeous graphics - comes together really nice, 3D effects and particles on point. Also solid UI-Design. Audio was a bit repetitive. I'm missing some form of feedback on my progress. Like what's the biggest fish I could get? Also a sense of direction. Maybe like a map which shows bigger fish or dangers - otherwise I'm just floating around in space - well that's actually the point of the game but you propably know what I mean. Big props to the art department! Nice entry.

Modern Fairway 4: Spec-Ops in the Rough by Lost Dutchman Software 2018-04-30T17:49:18Z

Could be improved: - Preciser hitboxes for the ball - General direction in which to shoot - Louder sound effects compared to the music - Mouse is much too fast

Good: - FPS mechanics work nice, animations are smooth and even weapon customization!

The basic concept is good and the shooter mechanics are well implemented however the golf part can be improved.

Shoot bullets in my head while I play golf by FabianLC 2018-04-24T19:16:21Z

First of all: great taste in game engines :) The gameplay is really fun but also very hard. Actually a bit too hard for me - some kind of difficulty setting would be great (although I see how that's hard to implement in time). Music was nice and fitting. Just one note: you can resize the window - I don't know if that was intended and you could set the window title.

ColorTagSurvive by vimlock 2018-04-25T21:55:31Z

Amazing entry. Atmosphere is so good that I actually thought I would play such a game as a full release. it made me realize again that I really don't care about graphics if the whole package works well together. Also the turning effect on a camera without perspective distortions? That's insanly cool. Gameplay was really lacking though which I can accept given what it is. I would maybe add an option to always follow the cursor so I don't have to click all the time. Great job on this!