Energy Collector by peremily 2017-07-31T11:16:27Z
It's lovely, spent quite a while playing this game. It's simple, but pretty addictive.
Foon → Ludum Dare Explorer → Users → Apple Dash
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Tough Crowd | jam | 749 | 3.42 | 3.03 | 3.83 | 4.00 | 3.25 | 4.19 | 3.53 | ||
| 2021 | 49 | Unstable | Horsey Computer | jam | 607 | 3.63 | 3.69 | 3.71 | 3.69 | 3.34 | 4.43 | 4.00 | ||
| 2020 | 46 | Keep it alive | Indie Dev Tycoon | compo | 889 | 2.97 | 2.76 | 3.28 | 3.50 | 2.56 | 3.59 | 2.52 | ||
| 2019 | 44 | Your life is currency | 👥 | Beard Attack | jam | |||||||||
| 2018 | 43 | Sacrifices must be made | Perfectly Normal Inc. | compo | 352 | 3.12 | 2.62 | 2.97 | 3.20 | 3.00 | 3.31 | |||
| 2018 | 42 | Running out of space | Space Shack | compo | 549 | 3.06 | 2.83 | 3.02 | 3.64 | 3.35 | 2.60 | 3.29 | 2.83 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Greenspawn Restaurant | compo | 168 | 3.66 | 3.90 | 4.05 | 4.11 | 3.47 | 2.45 | 3.81 | ||
| 2017 | 40 | The more you have, the worse it is | 👥 | Daku | jam | 1031 | 2.87 | 2.77 | 2.63 | 2.08 | 3.23 | 2.06 | ||
| 2017 | 39 | Running out of Power | Space Robot on a Space Ship | compo | 399 | 3.20 | 2.79 | 3.50 | 2.94 | 2.94 | 2.27 | 2.40 | 2.46 | |
| 2017 | 38 | A Small World | 👥 | Planet Renovation | jam | 2.00 | 2.00 | 3.00 | 5.00 | 2.00 | 1.00 | 3.00 | 2.00 |
It's lovely, spent quite a while playing this game. It's simple, but pretty addictive.
Nice simple puzzle game, though I would like to see a number of turns left, instead of battery bar, because it's too unclear.
Really liking the idea and art, but some audiovisual feedback would've vastly improved it. Plus, an interactive tutorial would be great, as the game is somewhat complex and reading the wall of text isn't fun.
Such a shame, that sounds don't work on Edge for some reason. But anyway, the rest works just fine (well, it crashed once, but other than that it's fine).
Well, at least the idea's nice and fitting, I suppose. But the rest just needs a lot of work. It could've been a neat little clicker, but it's just too unfinished and has a lot of waiting for procedural generation to spawn you thing to do.
The game is really good. Yes, there are not that many levels, so the game stuck on the last one until I got to 250 energy, chain lightning is overpowered, sound effects would be nice, but I still had a lot of fun with it.
It feels really good, especially the swinging tail. Took me quite a while to stop trying to collect batteries with the "head" and not the tail
Nice idea (well, it's Reigns without Tinder controls, but it's fine) and visuals, but the game itself got very repetitive very fast. Plus, I found it very hard to lose. I was on 100+ days, my economy was crashing every 20 turns, and yet the game just carried on, spending days, notifying me, that each province ran out of money, one at a time.
@zaygellard Unfortunately, I don't have a Linux machine to test it on right now. My LD37 Unity game wasn't working properly on Linux for some reason. Maybe, I can hack a web version
@imphenzia You can disable ship systems (shields, steering and UI) to save charge, as they are constantly draining power, when enabled. You kept getting destroyed, because ship itself can't take any damage. Without shields enabled you die in one hit. WASD controls. Yeah, these would have been way better. Though, I intended it to be a physics-driven ship controls, so you had to compensate the speed of the ship, by applying force to one of the two directions. Plus, if you needed an emergency stop, you could press Space, and stop almost immediately, but take a big hit to your energy reserves About you not getting the challenge. Sort of. It was supposed to be a slower-paced shooter, where you carefully consider, which systems you need right now (i.e. you don't need shields, if you're flying through empty space with nothing to hit, you don't need steering, when you're ramming asteroids, etc), but I feel like it wasn't properly explained. Sorry, you didn't enjoy the game :(
Quite fun! Love the animations and the idea. However, gameplay doesn't feel precise enough (maybe, you should have made sprites slightly smaller, but made detection zones the same, so it would be more forgiving), so some misses feel like game's fault, not player's. Plus, when the green bar is on top of the red one, the game registers that as a miss. And music gets too repetitive really fast. But despite it's problems, I still loved the game.
Really cool game. I think, it's the first LD game, that I played after completing. Really liked the idea of stealth game becoming action game.
Some audiovisual feedback would be nice. Especially for gunshots, as it's unclear which guards can hear them. Plus, guards, as far as I understand, don't follow a certain path, so it's tricky to plan something, as guards can randomly appear. And I find player movement annoyingly slow.
Way too ambitious for LD game. A full-fledged turn-based tactics game was, probably, too big of a project, so it's really unpolished. Opening screen has a story and objective, yet no tutorial, which would be way more helpful. The game isn't that complex, so you can't figure it out, but I was confused for a couple of turns. Hell, when I was reading story synopsis, I was convinced it's a tower-defence game. The game gives not enough information, so it's unclear, what damage was dealt in the attack, if any. Lack of any audiovisual feedback doesn't help either. Plus, it's unclear, which unit is currently selected. Plus, there is no way to skip a turn (or, at least, the movement phase, so you have to awkwardly move one tile to the side of the enemy before attacking). Also, it's overly simplistic to be enjoyable. There are no tactics involved, as all you can seemingly do is move and attack. Add to that slower pace and uneventful combat and you might realize, why I found it boring. So, when it froze at enemy attack, I didn't want to restart it.
Fun idea, but has two major problems. Obstacles that you passed in runner game obstruct your view, so you can't see your character and controls in minigame are annoying. Cool soundtrack and art style though
Like the look of the game. Music isn't bad either, however, sounds on picking up and refueling would be nice. Plus, I couldn't find fueler at first. I mean, yes, I'm a blind idiot, but some tutorial would be nice
In desperate need of tutorial (or, at least, list of all controls, not just movement ones). Plus, defences are a bit pointless, as player can just push aliens away from the base without taking the damage. In fact, I was having way more fun pushing enemies away, than building turrets and mortars. Maybe, you should have designed the game around that
It's great fun! Interesting interpretation of the theme, fun gameplay, very pleasant art. Really liked this one. However. Shooting could be vastly improved with use of even simplest sounds and slow-motion effect really felt like a frame drop, even though, it was solid 60 according to Fraps. But these issues aren't serious enough to ruin the game completely.
Has potential, but lacks a proper tutorial, which I feel is needed for somewhat complex game like this. Plus, it shows a grey screen every time you restart the game
Decent puzzle game, though I have some problems with it. Theme was a bit underplayed. Lack of light is more of an annoyance, than an actual obstacle, especially because you have to return to the light switch so often, yet it's not difficult. And jokes. Jesus Christ, those jokes
It's great! Art style and music are great, gameplay is quite fun. But yeah, as people pointed earlier, you need these sound effects to make gameplay even more fun. Still, enjoyed it a lot
Fun little game, almost ruined by an input lag. There is a one second delay between pressing space and actually punching.
Really liked this one. Simple, but addictive. However, at the end of the second day I started to wish there were shortcuts, as I got tired of clicking the mouse on the map, then on the "Build" button repeatedly, and at the end of day 3 I stopped bothering to play and just watched the time pass, as I got more power, than I could ever need. And, obviously, sound effects would have made it better. Overall, wish it was a bit more difficult in the late game (day 3 onwards), wish it was a bit more to it, but the result is still good.
Burn-out: Way to easy. The best tactic is just to stay in front of a heater and hold "x", as work meter fills incredibly fast this way, so you'll beat the game before you die
Shooter: I get, why you did this weird snap targeting, but the full 360 degree (or, 180, I suppose) would feel a lot better (and probably bug out less, as the gun wasn't firing where the barrel was aiming sometimes). Also, too easy again. Maybe, you should've made it so balls touching the ground, not the gun triggered Game Over.
Rodger: Probably the best of three. Movement and jumping feels nice. It's pretty. Although, the best way to get infinite score is to jump off the map, so, maybe putting an invisible wall there is a good idea.
Overall, I think, you should've focused on only one idea, as none of the games are that polished and spectacular by themselves, and as a minigame collection the game (at least in the current state) doesn't feel like a coherent package (with different visuals and tutorials and all that)
Well, it's pretty, but other than that, there's nothing to it.
It's a nice idea, which is nicely executed, but not without its flaws. Audio and visual part is fine, but gameplay is a bit wonky. First of all, I think you shold be able to pick up boxes just when you near them, not when you're facing them. It would greatly improve the flow, as you wouldn't waste time on trying to get into the exact position. Second, and it's more of a technical problem, the boxes follow the mouse with a slight delay, which, again, give the gameplay this imprecise feel. But overall, it's quite fun
Way too easy. Curiously, I got bored after 2 minutes, just as the commenter above. I would suggest making it faster -- faster player movements, faster decay of tiles, ramp up challenge faster, because, as I was writing this comment, I left the game running in background and it's _still_ going
Well, music's nice, I suppose. I don't have much to say. I might be better, if there was more to explore. And visuals are a bit unclear, because they are stylized to the point, where it's unclear what is and isn't a person. Looks pretty, though, especially liked wireframe ships in the sky
Although, ham-fisted jab at capitalism is pretty adorable
Nice idea and satisfying execution. Jumping feels nice, sound and visuals are great. Although GameBoy version, ironically, feels the smallest, as the camera is too zoomed in and you have almost no time to react. And hand-made levels, as opposed to procedural generation would work way better, because in this state, there are boxes right on the edge between two screens and it's impossible to get the (thus, making a 100 % completion of the level more to do with luck than skill)
It's nice to look at, but very boring to play. All you do is run around in circles, and without fun music or fun context, it quickly became very tedious. Also, it lacks some crucial sound effects, like rocket explosions.
It's quite fun. However, I have some issues with controls. When you are stuck under something, or trying to get through a very tight opening, you are left at mercy of a physics engine, which is a bit frustrating. Oh, and sound wouldn't hurt. But other than that, it's okay.
Great game, would love to see the expanded version. Agree with commenters above -- level 4 is way harder than levels before (or after, actually, it's the hardest level of the game until level 9, where I stuck)
I really liked the idea of a physics-based match-3 and I don't really have a problem with execution. Sound, visuals and gameplay are top notch. One minor thing -- I wish you wouldn't lose selection when you mouse over a tile of different type, it breaks the flow a bit.
Quite fun. Like the setting, audio and visuals (although, it lacks feedback on shooting and hitting). However, I found a few issues with the gameplay. The major one -- standing still in the middle of the screen is a viable strategy, which sholdn't be the case in a top-down shooter. And the second one is minor and might just be my preference, but I found bullets too small to be satisfying to hit with.
It's not very fun to play, but it's very goofy, which kinda makes up for it. You should check for proximity to player, when spawning an object, though. I's frustrating, when boxes just spawn on top of you and you instantly lose
Wow, this is a really impressive entry. The story and presentation really immersed me into the game.
@erasmus-crowley god dammit, I knew I shound't have left out "get out of jail free" once-per-game abilities, that would reset factions' attitude towards you. Anyway, thanks for the comprehensive comment :)
It's way better than I expected. Combat is quite fun, although, I have two complaints. First one -- your tangible power doesn't scale well with numbers you get for sacrificing people. Yes, sure, I have 50 damage, but that doesn't really matter, because I'm one-shoting enemies as if I had 5. Maybe, the size of the projectile should increase as well (and it would fit "you vs the horde" gameplay really well)
Second -- I wish there was some reward for giving people to the pumpkin guy, because at that point, you are just throwing away free health (and that might have been the while point, but imo there should have been something to acknowledge, maybe a "good" ending).
And a better tutorial wouldn't hurt. And UI is obnoxious sometimes. And music, while moody and creepy, get old preety fast
Overall, it's quite an enjoyable little game, even though it's simple and doesn't look that great
I like the presentation of the game and like the idea even more. It is very polished for a compo game. Haven't found any major problems with it (I mean, a tutorial or simple how-to-play woundn't hurt, making location of facilities clearer (I found Thermal almost at the endo of the game), pacing it better (or adding a pause button, as someone above suggested)), but overall a very solid entry, great job!
It's really weird, that's all I can say. I suppose, premise is quite interesting and there's a potential for an emotional story to be told, however, it doesn't really work, as it's very linear and all the choices are forced on you.
Sadly, It was way too short (I think, you are missing the potential of your sacrificing system with just one fight) and combat doesn't feel that great. Bonus points for cutscenes though, they were quite fun
A lovely little game. Very fitting music and nice art. Found the controls a bot fiddly, but overall a very enjoyable entry.
It's simple, but fun. I wouldn't mind some sort of goal, other than "survive as long as you can"
Great presentation, although the game could be balanced a bit better. It's way too hard to stop the blades (especially fast ones) at the right time which can get all your little guys killed. This, and the fact, that you don't have room for mistakes made me quit after 2 levels.
Took me a while to figure out, but overall it's quite a nice game
Reminded me of Into the Breach. Very cool and polished visuals. However, I found gameplay annoying, because it was too difficult to focus on multiple mechs at the same time with the amount of stuff going on. And while I found your idea of finishing enemies so they wouldn't come back quite interesting, this Dash move didn't always work. IMO, it should be much faster. But overall a very surprisingly polished entry, great job!
It's great. Gameplay feels nice, audio and visuals feel minimalistic, rather than simplistic. Really liked level design. The game has nice difficulty curve and throws different challenges each level. The only complaint, really, is that most of the time, fights happen completely off screen. You are shooting someting off screen and dodging bullets that are coming off screen, so you just hold the button until they stop. But overall, it's a simple game well done
Really neat idea with a satisfying execution. The only problem is the level design. It's just a bunch of platforms in a checkerboard pattern. Either metroidvania-style map (although, I can see how it would be difficult to pull off in the span of a game jam) or just a long horizontal level (that loops around, perhaps) would fit the game better
Really engaging tower defense game with a realy cool art. Reminded me of Creeper World games. Also, I wish unit didn't lose focus when you activate/deactivate tower. With a little polish, it could become a really neat little game Also, there's a small bug I noticed. Game has camera panning with arrows as well as WASD, but W and A keys didn't do anything.
Neat little game! A bit more hit feedback would be nice (as I wasn't even sure if rifle even did anything), and I was surprised I couldn't fly in this game. Like the nuclear bomb joke)
@giordas oh no. I guess, I should fix that UI after all
@sami yeah, in-game tutorial would have been great, but I couldn't squeeze even a simple how to play screen, so it had to be on the game page. But if you are talking about effects of different assets and features -- the exact values were deliberately made vague to encourage experimenting. All underlying values are related to the feature itself and its description (with a couple of exceptions for the sake of the joke)
@nnnikki I agree. Unfortunately, I was running out of time, so description on LD page is the best I could do. Also, the balance is way off imo, so that doesn't help to wrap your head around all the numbers either. Anyway, thanks for the reply, really appreciate it)
Neat game, needs a little bit more polish, but I still had fun with it
A simple idea well executed. Spent way more time playing it than I expected. Has more gameplay variety than I expected from an LD game as well. Great job!
Really neat idea and nice execution of the platformer part. I wish I haven't found that the best tactic is to stand right in front of the Soul Eater and shoot enemies one by one, as they fall from the platforms. So, even putting him in the middle and getting enemies to come from two sides would have been an improvement. Also, there aren't a lot of enemies coming at you at once, but there are quite a lot in each level, so the game drags because of that. Oh, and music, really enjoyed the music as well
Didn't like this one very much, unfortunately. Visuals are gorgeous (especially for 72 hours), love the art style. But the gameplay is a bit "eh". First of all, it's very slow. I know, that I'm supposed to dodge from one enemy to the next, but I do need just a normal WASD movement sometimes and that needs to be at least twice as fast, even for a "slow" movement speed. The second factor contributing to "slowness" is enemy health. They are way too spongy. But, to be honest, so is the player, so is the heart. And, well, I guess, I can't really demand a huge enemy variety, but at least a ranged unit would be nice to break up the monotony. So, overall -- was kinda disappointed, because I can see huge potential in the game, but it wasn't properly realized because a couple of numbers were wrong here and there. Would really like to see it developed further!
I think it's a bit too complicated for a jam game. Don't get me wrong, I appreciate what you're going for and enjoy the music, but the lack of tutorial, directions and feedback on your action sadly hurts the game. So, cool game, could become something very special with a lot of polish, but it's overly ambitious
Played until the music track crash and really liked it. Perfect little game for Ludum Dare. Liked the idea and the game itself was quite fun while it lasted. A have a couple of complaints about the execution though. First, damage feedback. I understand that LD games, especially ones not using general purpose engines like Unity or GM are going to be unpolished, but that would be the perfect place to start if you want to do post-jam version. Second, enemy projectiles are too fast. It kinda defeats the point of them being projectiles it they basically act like hitscans. Not a problem in existing version as they don't deal a lot of damage and you can tank a lot of hits, but, I think, slower and more dangerous projectiles would improve the combat. As for the building phase -- couldn't test it properly because of the crash, but what I feel could be a "perfect strategy" is to surround the loot by obsidian walls (which is quite possible after the first wave), keep building more layers as you have enough points and shoot enemies in their backs as they struggle with that wall. As of now, I think, cutting available points in half would be a quick and dirty zero-effort solution, but there are a couple of "proper" solutions like not allowing player to build enclosed spaces, restricting types of blacks based on the wave, possibly block degradation just to name a few. So, anyway, neat little game I quite enjoyed with quite a lot of potential
Oh, it's really neat. A bit overwhelming, but, I guess, that's the point. The only real issue I have is with the water animation. It's too noisy, so it's difficult to look at for a long period of time
Loved the concept and the game itself plays well, however, the lack of information given to the player kinda brings the whole experience down. Agreed with kor here -- slime's life indicator would be nice to have. Also, wouldn't mind a bit more information about the traps, at least their names. Sure, I get what's fire and traps for, but the green moss thingy? Overall, it's a very neat game that needs just a little bit of polish
Decent game with crisp graphics and an interesting idea. The only major problem I can point out is that there's not very much point in not sitting on one fetus and defending just it. Maybe, points would multiply by the number of alive fetuses
I mean, *I think* I get it, but still, tutorial is the first think I would add. However, if you want people to figure out what does a console with a bunch of buttons does -- give them a bit more feedback, make it more chaotic. As of now though -- you are supposed to manage the ship properly and not deliver a half burning wreck over the finish line, but don't have enough information to do so
No idea why it was crashing after about a minute of gameplay, but here we are. It's a really neat and simple idea executed well enough (you know, *feel-wise*, as the platforming and knocking items was fun). Not really sure what's the failure here is (maybe the thing that was crashing the game, I'm not sure), but I didn't see any indication of that. Not a bar that would fill up, not the faces reaching the point in any obvious way. Anyway, kinda nice game, really wish I wasn't experiencing crashing and could play it a bit more
That's what I like to see in LD games. Small pick up and play fun arcadey titles. And it is quite fun, so, great job!
A bit clunky at times (probably because of WebGL, I've encountered issues with controls there), but really enjoyable and a post-jam full version might be a neat little puzzle-platformer with an interesting mechanic.
It's such a neat little game. It's nicely polished, the concept is great, it looks and sounds lovely. I like how hectic it gets in the later levels as well.
Congrats on your first Ludum Dare! And you have a finished game as well, which is also super cool.
Unfortunately, I do have to agree with you -- the game is quite boring. And the worst part about this is that it didn't have to be. I think a couple of small tweaks could make the difficulty curve point in the right direction. So, here's a couple of fixes you could try
- Make the shooting delay and particle speed dependent on the amount of atoms left. The less atoms there are, the faster the remaining ones should be shootings. This should make the ending harder than the beginning and have a different pace to it. You would have less emitters, but they will be shooting faster and the particles themselves would be more dangerous
- Make it one continuous session and not multiple waves. You correctly identified the problem with the ending of the wave, so, why not sidestep it and just spawn new atoms as you go?
- Make atoms move around. I dunno, I cannot really argue that one from some sort of objective point of view and I have no idea if this will actually make the game any better, but looking at your code, I can't see a reason why it would be hard to implement, so worth a shot
Oh, and it does look and sound kinda nice. It's pleasant enough for what it is
Anyway, good luck in your next Ludum Dares!
That was a fun idea, but from the description, I was expecting more of a multiplayer hot potato, than a platform defense thing. It was still kinda fun, tho. Especially loved the atmosphere, art style and music.
Also, I have no idea if this was intentional or not -- you can push enemies off their platform yourself and kill them this way
Oh my god, this is so stupid and gimmicky, I absolutely love this
And the game is really fun as well
And the soundtrack is really good
Oh man, I never thought I needed a VR bridge builder, but here we are. It is a bit buggy with the movement, which can be disorienting even for me and I'm usually pretty good with motion sickness. Suddenly jumping on top of an object makes a lot of me scream internally, *but apart from that* it is a really good VR puzzle game
I really like the spookiness of it. Especially the part when the window randomly went from borderless to fullscreen and back. But that's what I get for updating to Windows 11
Anyway. The game's really fun. I like that it's centered around one tower, so there's a quick way up when you fall. The movement is slidey dogshit, sure, but you can get used to it, which I found really neat. And the fact that it's really short helped too. I feel like if it was a bit longer I would get tired of long quiet time, but a checkpoint system (or just splitting the game into multiple levels the size of this one) would remedy that. Yeah, so, overall, a really nice little game
@bamberga Yeah, that would've been cool (and not that hard to implement some funny "please don't break it further" line), but that was an honest mistake, because I was finishing it with 20 minutes left on the clock, so I looked at all of the colliders once, they looked like they were blocking everything and went "fuck it, that'll do"
Still really cool, that you tried that tho
@730 Haha, thank you for your kind feedback :)
So, a little breakdown on assets:
Stuff I did this jam: - Mostly everything from the computer bit, all text, pixel art and bleeps. - Mostly everything from the point-and-click bit - Headset, the capsule texture, the horse and voice from the 3D bit
Mine, but not from this jam: - All the wacky vegetables are lifted directly from one of my previous jam games (which was later expanded and released on Steam, btw) -- Greenspawn Restaurant. That's why the carrot is making the restaurant reference, btw
Free assets: - Music is Kevin McLeod's, because of course it is - Horse images on the computer are some free stock images - The junkyard is filled with Unity's Standard Assets. It was supposed to be filled by my own models, but I don't really do 3D stuff, so I didn't have time to look for nice models across my abandoned prototypes - Grid textures are the ones that came with Realtime CSG tool I used to create 3D environment
It's a cool idea well executed The only complaints I have are weird controls and that AI can't build shit, so it's a shame that 2P mode isn't there yet, but I can totally see how cool and entertaining that would be But yeah, apart from these two issues -- a great entry all arround
This is a very solid entry overall, but I think it has a few issues. First one is balance -- I think, it's a bit off. The yellow homing ball does basically nothing (which, I guess, is intentional, because of its strong tracking), but the poison cloud is basically an instant kill. I think, there are ways to improve it (like, relaxing the tracking on the yellow ball and making it viable to use it to destroy other potions)
The second issue I found is the downtime. The combo system is very interesting, but the player cannot really use it to their advantage. I guess, there are boulders and fire, that can be used to destroy potions, but the best strategy is to completely avoid this system and just try to dodge the obstacles. I think making it so the potions destroyed by those effects don't spawn new effects would be a step in the right direction. Maybe, introducing some positive effects would be as well, I dunno.
This is a really funny idea and I've been wanting to play it since I saw you posting it. And I wasn't disappointed at all :)
But I have a couple of, well, issues is not quite the right word, more like a suggestions. Some people suggested diagonal movement and I agree, but I think I'd try embracing the chaos and making the movement physics-based and see how this goes.
Oh, and I also found a bug, the second level starts with something breaking and $16 "score"
I absolutely hate, but, like, in a really good way
But as for real issues, I have found only two.
1. The checkpoint needs a sound. Well, not, *needs*, it's pretty clear that checkpoints do their job, but, you know. It's a "nice to have" 2. The trick with disappearing floors got pretty stale by the end, even tho the game is really short
It's simple, but really well executed. I really like how satisfying it feels (mostly thanks to all the nice sound effects). Visuals are also really pleasant. Really solid entry overall, great job!
Oh god, this is so terrible to play, I absolutely love it. The game truly feels uncontrollable and chaotic, but that it could be mastered, and it's not just random for the sake of it. And the audiovisual stuff is also very well done. Great entry!
A really solid entry. I feel like it's not as dynamic as it could've been, but it's just a matter of tweaking the speed of some things, as the idea and the foundation seems solid enough
So, I've managed to find a game breaking bug in 3-0/3-1. In 3-0, when the tutorial tells you to go to get the X-Ray -- don't, just jump down to the finish line. The level will end correctly, but at the start of the next one your character will not be able to move. So, 3-0 was the last level that I played. I would've replayed the game up to that point, but the introduction (and tutorials) are way too long.
But regardless of that, I think I can describe all the problems with the game I found (and seeing as it's your first platformer, I'll try to go into more details, so the feedback is more useful to your future projects).
So, the core platforming isn't all that fun. I get the constraints of a game jam, but the character animation is super important to get it to feel right. But I wouldn't even mention it, if it wasn't for the wall jumping. That one requires a clear indication that the character is sticking to the wall.
What doesn't help with that is the lack of light. I think I get where you're going with this, but in the finished game, it's more annoying that anything else. It makes wall jumping even less clear and reliable. Platforming suffers from this too, but to a lesser extent -- sometimes the platforms are obscured by shadows so you have to either try to cheese the game by leaping from the platform and getting back or just take leaps of faith.
I think the small tweak that you can do without breaking too much stuff is to make the light around the player a bit bigger. Or to introduce more lights into the levels on some essential platforms.
Also, the spooky atmosphere is a bit pointless. If the levels had more details to make them creepier, then sure, that would click perfectly with the flickering light and spooky music, but as of right now it feels only half of the way there.
But it's not all doom and gloom. I really liked the powerups, especially, the fact that they reset every stage, so it's more of a game about exploration, and *that* works really well with the whole darkness and limited light thing. So I do think there's something good in this, it's just the execution that isn't showing the potential
So yeah, that was a bit long, but I hope it was at least helpful. Good luck with your future games :)
So, I like a variety of locations. The visuals are also kinda charming. But the gameplay is a bit on the dull side. I think what hurts it the most is that you can just stand in the portal itself and whack enemies one by one as they are approaching. I don't think they should have a bit more health across the board, so you actually do have a reason to run around and actively engage them. I understand why you have one enemy type per stage, but a greater variety should also help with that
And the combat could use a bit more feedback (and sound effects). It's just not as satisfying as some other entries this jam
I love how weird and charming it is. Super subjective bonus points for feeling like something I would make during some LD. Light on the theme tho, but fuck it, it's still a neat idea that kinda sorta fits maybe. As for gameplay, well, I would add some more checkpoints, I guess, but overall it is well done. I do like this entry quite a lot
>The cars sound too much like normal cars lol Need to learn FMOD more
You know what, you don't. I honestly thought that was a deliberate joke until I read that.
Anyway, It's a fabulous idea, that has so much potential. The one that springs to mind is randomized portal placement and destinations. That would add so much variety, but I imagine how much time that would add for each level But anyway, it is still an enjoyable (if a bit dull due to AI issues) game even in the current state, great job!
It's alright. It's really polished and pleasant to the eye and ear, but the gameplay, imo, needs a bit of tweaking. I can kinda see where you were going with this, with chaining jumps on monsters, but I just feel like there has to be more room for error, because a single mistake can result in a loss, and I just don't feel like this balance fits the game all too well. I would, personally, try to increase player speed and decrease landing blast radius and see if it improves the game But yeah, overall, a pretty solid entry, great job
This is a kinda neat idea carried by its execution. I like the urgency of it all, that is helped by the music and the pace. The movement feels really solid and fun. The visuals kinda knock it down a notch (especially the UE mannequin). I really like, that it's not an infinite runner, because that adds tension towards the end
As for some minor things, it is a bit unpolished. The transition is a bit awkward. I also found an annoying issue, where the shifting blocks could either stop the character or even throw him away in the opposite direction. It's not super common, but still
It's really neat and satisfying (if a little light on the challenge). The only minor gripe is that the pickup speed and radius are a little small, so you have to wait a bit for the souls to fly to you. Fine at the start, but I really wouldn't have minded upgrades to those.
Shame you chose to opt out of graphics, the art direction is genuinely great and adds to the humour. But then, everything adds to the humour, so it's fine, I guess.
As for nitpicks, it's understandable, when a game jam lacks sounds completely, but they could add so much to the atmosphere. Second – I think, if women were a little more forgiving with how you throw babies (maybe jump for them or pick them off the floor), it would make it easier to adjust to controls.
But yeah, overall it's a genuinely great little game.
I quite liked this one. It feels like a solid foundation for a neat little physics puzzle game. I wouldn't mind playing a more polished version with more levels.
Not sure about the bass-boosted music though (or maybe it's just Unity and Ludum Dare site are doing it's special thing)
@badcop I have played your game now and _oh my god_, it's uncanny. Funny thing, I actually implemented the classic rhythm game slider that shows the exact timing of the beats, but then decided to do something a bit unconventional and force players to go off the _feeling_ of the joke.
It sure is a snooker game. I didn't find anything new to complain about, apart from issues mentioned above (like the ability to speed up time and "hold to select strike power" feature), but unlike other people I did actually like the controls.
As a former deliveryman, I can say that this game is scarily realistic. It is tedious and quite boring, and you do start to question your life choices after about 20 minutes (just like in a real delivery job).
So, as a _game_, it would probably work better as a score attack thingy. You get 5 parcels and have to deliver them in time, then you return to base and do it all again. Same mechanics, slightly different context.
But as a game jam entry where time is super limited (especially if you're working solo), it's decent. It's impressive that you have all these core mechanics working really well together, and the game is quite pretty on top of that.
It's such a cozy little game. It does suffer from the usual point-and-click issues like silly puzzles that don't make a lot of real-life sense and even sort-of pixel hunting (but nowhere near as bad as some full retail games) at times, but it all adds to the charm
I view game jams as more of a learning experience for everyone involved more than anything else, so I like to point out every issue that I found and maybe propose some solutions.
So, uh, I guess, the cursor gets offset from the package and bugs out when you move the cursor to the second screen. Here, that's pretty much all issues with this game.
Everything else is just great. I like the presentation of it all, music, sounds and visuals all fit together really well. And I like the gameplay a lot. It's simple, sure, but it's such a tightly designed little game. I also appreciate how readable it is. Despite its free-form movement, you can easily read the size of boxes, so you can strategize on what goes where.
I think it has a core of a fun little arcade game, you just have to work on the balance a bit. Right now it's a little too hard to lose (in fact, I quit the game myself after getting 70 seconds on the timer). And the game doesn't change with time — it doesn't get faster, it doesn't spawn more food, it doesn't introduce obstacles.
So, my advice would be to spawn more food in each wave and give player progressively less time at the end of each wave. This way, the game would get faster and more frantic as the time goes on and way more fun to go after the high score.
Oh, and the diagonal movements are double the normal speed, so it's a good idea to normalize the player input before moving the character.
I didn't think that you can make a silly WW1 game, but here we are. I really liked the writing and how it fits the gameplay. As for the gameplay, it can be a bit annoying later on, when the shelling becomes overwhelming and your movement is slowed down because of all the craters.
It's very unwieldy on the laptop's touchpad, so I'm quite terrible at it, but I do like the concept regardless. It is a fun little arcade game that was pretty nicely executed. And the hand drawn art and Scratch sounds make it kinda endearing in a way.
It's a really creative and addictive puzzle game, I liked it a lot. One thing I would nitpick is a lack of a restart button. Sometimes I would get myself stuck in an annoying situation, where I would like to just reset the puzzle pieces. Although, I never got myself soft-locked, so at least it's not game-breaking.
Also, I didn't really get the horror vibes, more like a comedy-horror like MediEvil series. That's not a bad thing though.
Shame that this is the kind of feedback that I'm forced to provide, but it's quite broken on Mac.
Screenshot 2023-05-06 at 22.32.33.png
Oh my god, my game _did_ remind you of your entry. It's uncanny how similar these games are in concept and execution (and even in the cover image).
Yours is better tho. Well, at least it's easier to pick up and have fun in it. It's, like, an actual rhythm game, instead of a weirder, less conventional rhythm game.
So, uh, obviously, I really like the idea and execution, considering, _you know_.
As some people before me said – there is an issue with pacing. The game would benefit from being a bit shorter (maybe, it should last as long as 3 days last in the current version). But what makes the problem with pacing even worse is the lack of content. I have encountered the total of 5 events in the game (the wind, the money on the ground, the injury, the frozen lake, and the bear in the very end). Only 3 had some form of choice. This is just not enough.
The game could've worked if there were more events, happening unpredictably (instead of a single event at the half way point). But as it was released, it just feels unfinished (and I'm not even talking about visuals, those are forgivable for the game jams). The concept itself is not even scratching its full potential. Force me to make difficult decisions, make me prepare for a journey by buying different resources, make the time a factor that you even have to consider, make the game more difficult as a whole.
I liked the game. I really appreciated the chaotic and funny vibe. Kudos to the artist lovingly drawing the protagonist's ass in almost every frame of animation.
But as for gameplay, I have complaints, because I think the game as a whole could've been so much more with just a little bit of polish. First, the majority of my play time was spent looking for the next customer, so a little direction indicator would be neat. Second, some sort of obstacles on the roads would be nice. It would complement the whole pancake-making gameplay really well, as right now there is almost no challenge in making them (as there's nothing to hit), and when there is a challenge (the cops) it feels more like a random game over than an avoidable obstacle.
It's actually quite fun. Multiple endings are a nice touch. My only problem with it, is that navigation can get a bit confusing, so a map wouldn't hurt. Overall, a solid entry.
Well, the sliding puzzle doesn't really mesh with the shooting bit, but shooting itself is kinda fun.
It's a bit too unpredictable with enemy fire, so avoiding it takes more luck than skill. But overall -- very nice entry.
Great little game, very enjoyable and fun. The only problem I have with it is that it's unclear what different towers do, so first couple of games have more trial and error, than tactics.
Very enjoyable and very polished shooter. But it would be so much better with sound. Even the simplest "pew-pew" sounds on player's shots would greatly improve audiovisual feed back.
And 'Space' was a poor choice of key to shoot, because (at least for me) it meant, that every time I try to shoot, the page scrolls down a bit. A fullscreen button would solve this problem.
Anyway, great entry!
@Potondo it was intentional, that you can scoop vegetables with the plate, yes. It's a legit tactic, I found myself using during testing. I even added the exception in code, so the sounds would play correctly.
I just haven't thought, that someone would bring it to the fire range though :)
Interesting concept. I think, it would work better if player and enemy movements were tied together, like in a proper rogue-like.
Even though it has nothing to do with the theme, it's a nice enough shooter with an interesting mechanic, that makes you consider your shots. As for the score, I player it two times and got a score of 0. At least on the final screen. Actually, I got around 7k each time. Also, music is very nice, really liked it.
It's really weird. Looked very interesting, but in the end I found it really confusing and overly complicated and not really focused on word guessing, as I was trying to get victory points by manipulating tokens.
So, those last minute commits, apparently, weren't enough, because the rifle's ammo can get to the negative value, which just breaks the balance of the game. Also, the power ups, money and weapons don't seem to reset when you restart the game. which meant, that I got to an insane fire rate (that lagged the game to a crawl) pretty fast, so the challenge was gone as well.
But, I see where you were going with this, and the idea was nice enough, and movement was really well done. And this power trip would be quite fun for a couple of minutes if it wasn't for the framerate issues.
Oh, and some audiovisual feedback on getting hit would be nice.
It's really pretty, really polished, but got very repetitive mid-way through. And beats don't match music, which isn't great for a rhythm game.
Oh, and I didn't like your diagonal level, it was weird to move on.
Possibly, 'Q' isn't the best button to bind "Quit game" function. I accidently closed the game twice because of it. 'Escape' might have been a better option. Oh well, maybe I'm just that inept.
Anyway, I found the 3D bit lacking. Maybe, some interesting stuff to find, bigger map to explore. And in platformer section, it would be better to actually need the bird to show you the way (to avoid traps maybe). But still, not bad for the first entry, congratulations!
It's very nice idea and visuals are really cute, but it really easy. I've never had to use cooking to avoid guards.
It got really annoying because your vehicle respawns every time you touch a wall. The overall idea is kinda interesting, but mouse control for the turret would be so much better.
It's a great idea, and mostly good realization of it. It plays smoothly, levels are interesting little puzzles to solve (except for the second level which is bullshit), it looks nice, music and sounds aren't annoying. BUT. There are two major issues with it. First of all, enemies move too fast, which makes levels, that rely on you getting spotted extremely annoying. And second -- enemies can _move through walls_, which is the worst thing to allow in the stealth game. But yeah, apart from these two issues, the game is great, loved it.
The only problem I had with this is that text is too slow to appear and the sound is really annoying. Great entry. And pretty funny as well.
The controls feel very clunky, even with "bullet jumping". The game feels distinctly broken into two parts -- stealth and bullet hell -- not a combination of the two. And stealth is lacking, as the enemies don't react to anything player does, so you can snipe them from the distance, or jump on to of them and perform a melee kill and they would just act like nothing is happening.
It's very pretty, though.
Is this even a Ludum Dare game? The only giveaway is that people look a bit shit. That's it. The game is great, best one I played so far.
I really enjoy these types of physics-based games, so I enjoyed this as well. However, I have a problem with wall sprites. It's unclear, where the wall starts, so it leads to very annoying deaths.
Is there even a game? At least provide some instructions on this page.