FoonLudum Dare ExplorerUsers → Beardmage

Beardmage

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202148Deeper and deeper👥L1-S0Njam4903.783.443.443.824.623.982.504.04
202046Keep it alive👥Cardboard Frankjam5763.773.763.603.764.083.713.553.55
201843Sacrifices must be made👥Machine Godzjam1193.943.713.053.044.313.983.81

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 Beardmage

LD43 — Sacrifices must be made

Exploding Sport by jk5000 2018-12-14T00:22:19Z

The theme wasn't your strong point, sure, but the game is fun and that's all that matters to me :D

Sacrilicious by garethiw 2018-12-06T18:13:45Z

Absolutely loved that soundtrack ! Game feel was nice also, all around a great entry :) Grats !

Super Sellout by Moski 2018-12-06T23:21:05Z

The art is outstanding. You put so much work into the UI, the presentation and graphic assets, it's really impressive ! The concept is nice too, but atm the top strat I found is to stick to the left and spam the interaction key. The game still has a lot of potential, and with a few tweaks to the gameplay i'd clearly see this game being released on mobile !

(The interaction range is insanely high also, if you stick to the middle of the platforms you can interact with anyone on the Y axis)

Anyway, Great job !

Schadenfreude (ex. Cassandra Complex) by Sol Roo 2018-12-05T13:13:40Z

Love the idea ! Sadly, I ended up being stuck inside the balloons , couldn't do anything and the game didn't load any scene while spamming the SFX.

Jesus Take the Wheel by PeachTreeOath 2018-12-14T00:34:17Z

What the hell did I just play. It's really good, loved it ! The controls were chaotic but really original, great entry !

Also, having 13 people on your team is quite a feat, the only time I was in a team that big for a game jam was an utter disaster.

Anyway, good job !

Reap what you sow by ursagames 2018-12-14T00:20:13Z

Great game ! Loved the retro style graphics, and the game feels polished :)

$Player Disconnected by Bomb-X 2018-12-06T22:20:06Z

Great concept ! I'm not a huge fan of only text based games, but this one sure is interesting. Good Job ! :)

Blood for Magic by julianeder33 2018-12-06T10:21:00Z

Looks nice, though I really wish we could tweak the sensitivity and lock the cursor inside the game window !

Bla v Raa : Eternal God Battle Brothers by ragtagradical 2018-12-06T11:41:54Z

Great controls, love the concept so far ! The level design feels a bit weird though, i've been bumped around for a few minutes without being able to do much. Guess some explanation would be more than welcome :)

hiJack by SecretPocketCat 2018-12-06T13:15:43Z

Nice game, congrats ! Wish the game area was a bit bigger though. Hope you add some good game feel elements for later :)

hiJack by SecretPocketCat 2018-12-08T00:45:26Z

@secretpocketcat Exactly ! Like, making the bullets feel more deadly, adding little animations to the score when the player is doing good (Quick upscale that lerps towards normal size over time, it really feels good)

Effigy by Sauski 2018-12-06T10:11:55Z

Concept is nice ! Makes me wish I could set other players on fire though. :D

Not-So-Nicer-Dicer by sadsmile 2018-12-06T23:29:35Z

The gameplay feels very smooth most of the time ! I'd say maybe tune down some traps just a bit, like the treadmills, that often send prisoners flying into sawblades just by moving right. Had lots of fun anyway, good job !

Nature is Harsh by hav24 2018-12-07T14:44:59Z

The game is great ! The commentary-style voice is an awesome idea, and it feels very polished overall ! Congrats :)

Maybe if you bind the jump to spacebar instead of W, it would be even better. Also adding a way to move the camera a bit would help for some levels. Anyway, good job ! :)

We Fight "Together"! by StratosKakalis 2018-12-06T22:12:22Z

The idea is neat ! But as others said, the gameplay itself is pretty limited at the moment. At least you have room to turn this entry into a great game ! (I'd love to fill a cannon with pretty much anything worthy and fight in multiplayer, that would be so much fun). Keep up with the good work ! :)

Volcano Island by Arvejeitor 2018-12-14T00:14:11Z

This game was fun ! For some reason I just clicked randomly on people because the sound they made was so much fun... maybe I need some help.

What the game could use though, is to make sure there are always at least one of each type of villager on the screen. Had to wait 30+ seconds for a black guy to appear, so I threw all the others into the volcano in the meantime.

Sacrificio Inc. by Reality Blind 2018-12-06T11:36:35Z

Very simple concept yet really polished, congrats ! Could use a bit more feedbacks on moving the slates and how the game deals with the star rating score, but it's overall a really good jam game, perfectly fit for mobile play.

Plushie Piler by shieldgenerator7 2018-12-13T23:59:44Z

This game was a good surprise ! It would be great to improve a bit on collisions and feedbacks, but it was fun :) Good job !

Blood Mage by Finnhax 2018-12-06T11:47:08Z

As others said above. Good concept, the pixel art is really nicely done, just wish the level was a bit less empty ! You tend to get lost pretty easily without any kind of landmark. Hope you will add ranged enemies too when you can !

Ossium by JammedGame 2018-12-06T22:49:32Z

For some reason, I couldn't use half of the mechanics, sadly. The graphics looked very good and the music helped set up a good ambiance though ! Btw you can cheese enemies pretty easily by hitting them and walking backwards quickly, not sure if it's intended or not.

Anyway, if you want to get a better game feel, you might want to tweak your attack animations (and maybe range) a bit, they are a bit too slow at the moment !

Anyway, good job ! :)

Sven by Donitz 2018-12-06T13:32:23Z

Awesome work ! Very original and interesting :)

Dark Villagers by AwiX 2018-12-07T13:21:23Z

Great game ! Probably the one I spent the most time playing :) As @fahrenheit459 said above, the game becomes quite easy after some time.

The hardest part is to have a good start, then you only have to summon/sacrifice cultists to win. Maybe add an option to destroy/upgrade buildings ? That would be sick ! Also, adding a few stats to each monster would be great to know what they are doing.

Had a good time anyway, congrats ! :)

firefox_2018-12-07_14-18-13.png

God's Thirst by Vlad Ilisan 2018-12-14T00:42:16Z

Nice game ! You could tweak a few game elements (The attacks feel a bit off sometimes, and enemies could use some windup animations for their attacks), but overall a nice entry. Good job !

Be The Bridge by Codesity 2018-12-14T00:17:51Z

Well, the game sure had issues with the controls and physics globally, but it was a really clever concept. If you really made this in 10 hours, it's really impressive :) Good job !

Reactor Overdrive by JUSTCAMH 2018-12-14T00:37:59Z

I didn't quite understand the mechanics at first, but managed to figure out how it worked. As others said, a quick tutorial would be great !

Also, as @jfraser314 said, your background is awesome ! Using perlin noise for that is pretty clever. Good job !

Fusion Cell by Mania 2018-12-06T22:34:25Z

The graphics are great ! Too bad the game lacks feedbacks and visibility on some parts of the gameplay :( Good job anyway !

Vikrifice by Lucidus 2018-12-14T00:28:21Z

Really nice game you made here. You could add some extra feedbacks on certain actions (gfx mostly), but it was a simple yet solid platformer game. Good job !

Views by arnau 2018-12-14T00:07:34Z

Well, 6k score ! Concept was simple yet effective. It could use some additional feedbacks and GFX (Clicking on the bomb button was so much more satisfying than seeing building parts just disappear), and you could maybe tone down the sound a bit. Anyway, good job !

Running through the underworld! by sadzanenyama 2018-12-06T09:32:31Z

Hi there ! The platform gun is a great idea, but you should polish your character controller (The gravity feels like the moon), add invincibility frames when you get hit, maybe some knockback etc, to add some juiciness to your game ! Keep up with the good work :)

Machine Godz by Beardmage 2018-12-05T13:16:04Z

Hi there ! Thanks for the feedback ! A mouse and keyboard version is planned, we just have a few tweaks to do first to make it work. EDIT : Done ! Have fun @sol-roo :)

Machine Godz by Beardmage 2018-12-06T10:05:47Z

Thanks @antoine-vion ! We're planning to add other enemies soon, they were fully animated during the jam but we didn't have time to integrate them, so stay tuned :)

Machine Godz by Beardmage 2018-12-06T10:58:11Z

@fahrenheit459 The sacrifice part of this game is actually pretty important, since you have to chose which part of your arsenal you have to sacrifice to the machine god (through the statues, you lose one tier of power each time). Though, we really lack good feedback concerning this mechanic and will keep working on this :) Thanks for the feedback !

Machine Godz by Beardmage 2018-12-06T13:06:10Z

@donitz that's exactly what we are planning to add soon ! Thanks for the feedback :)

Machine Godz by Beardmage 2018-12-06T23:05:32Z

Thanks for the feedback @sadsmile ! :)

We'll try to improve on that, we already tweaked the hit feedbacks with player bullets to let them know which things you can destroy, but it's not enough.

Concerning the bullet clearing, we had something like that in mind, maybe even cooler ! There are other enemies to be implemented soon-ish that will fire yellow bullets, which the player will be able to deflect with the sword !

Since the dash passes through red bullets, you will have an option for both kinds of bullets :)

Machine Godz by Beardmage 2018-12-07T13:26:26Z

@raisethedead Thanks a lot ! We used FMOD for audio integration, I don't know if you noticed but there is a dynamic lowpass that's tied to the player's HP (Along with a few post processing effects). I'm not totally satisfied with it and might tweak those effects a bit later :) Glad you liked it !

We have the chance to work with a very talented Sound Designer, and it's always good when players notice.

@aj-jones Thanks for the feedback ! Other people had issues with webGL, hope it wasn't too much of a pain to get the game running.

@awix Thanks ! Your game rocks by the way :)

Machine Godz by Beardmage 2018-12-07T14:53:12Z

@vlad-ilisan Thanks for the feedback ! If you tend to die a lot, try using the dash as much as you can :) it really helps, since it passes through bullets. Concerning checkpoints, each level is clearable in about 3 to 5 minutes, and we want to turn this into a proper rogue-lite game, so it's probably not going to happen.

We do know that the game is hard though, we'll make another balance pass when the other enemies will be in the game, and tweak the difficulty curve over the several levels we have planned :)

@sargonius We really might continue working on this project in the future, so a switch version would actually be a great idea (I want to fiddle with the joy-con rumble so much) ! Thanks for the feedback ! :)

Machine Godz by Beardmage 2018-12-08T00:31:06Z

@gajop Glad you liked it :) We'll try improving the feedbacks even more in the near future. Since we go for the diegetic route (No UI telling you stuff), it's pretty hard to figure out, but we'll manage :)

@myrrhe Feedbacks are on the works, we'll probably figure something out by the end of the weekend ! Concerning difficulty, we toned it down a lot between the first push and the latest update, but we'll do another full pass when all the other enemies will be implemented in the game, just so we won't do it all over again in a few days x)We'll do a blog post and update here when we'll have new stuff, so stay tuned ! :)

@secretpocketcat Concerning the slash, we're still debating about the mouse and keyboard bindings, because they are currently misleading. I do feel that the game might become too much of a kite-fest if we allow players to slash while running backwards, and lose a lot of its challenge. We'll do a complete balance rework soon-ish, with the new enemies (and traps :D).

@rkuhl Thanks ! We're still trying to figure out how to tease mechanics without a whole tutorial menu, but i'm sure we'll manage to find something :)

Anyway, thank you guys so much for all the feedback. We do want to keep working on this game for a while, looks like we fell in love with it :D See you soon !

Machine Godz by Beardmage 2019-01-07T00:27:18Z

Hi there ! We finally managed to get a new build running !

Thanks again to all of you for your valuable feedback, and have fun :)

LD46 — Keep it alive

Just Fishing by DrunkardWolf 2020-04-21T11:50:14Z

The atmosphere was great, gameplay was pretty simple but it's still amazing for a compo game. Congrats ! I'd tone down the bloom a bit, maybe, and add a bit more feedback overall !

Seeds of Hope: The Last Stand by Corbak 2020-04-23T19:30:43Z

The game is great overall ! I just felt that the difficulty was increasing a bit too fast, ended up getting wrecked around 2:20, which was weird since I managed to deal with the previous wave without many issues. As others said, a bit more feedback would be welcome too, like some timers etc.

Anyway, it's still a great entry, good job !

Lamps by qkjosh 2020-04-21T01:11:31Z

Wow, your game had such a great mood ! Congrats ! I just wish you had some sort of randomisation for the dog's bark sounds.

Flame's Rhythm by Irene Godoy del Pozo 2020-04-21T01:31:37Z

Don't know if I was bad at the game or if it was too hard, but I felt the mechanics needed a bit more visual feedback. Anyway, I loved the art style and the concept is good ! :)

Missing Pieces by Abu Sabiq Mahdi 2020-04-21T01:35:27Z

Loved the artstyle ! The game feels really polished, congrats ! I got surprised at the second level, the error sound just kinda threw me out of the immersion.

Cardboard Frank by Beardmage 2020-04-21T01:39:16Z

It's one of those times, when working on polishing something random, you end up thinking it might be better if the game was focused around it.. Thanks for the feedback ! Did you use the brake/sprint often to turn around more easily, or was it the camera sensitivity ? Our intention was to make it a bit hard to navigate, so the player might destroy some buildings accidentaly on the way (It would be a shame to miss on those physics, right ?).

Cardboard Frank by Beardmage 2020-04-22T14:54:02Z

Hey @picross ! Thanks for the feedback ! For the boxes flight speed, it depends on the amount of time spent charging (Up to 6x the base speed after 1.5 seconds). A patch is on the way to improve most of what you said :)

Cardboard Frank by Beardmage 2020-04-23T14:46:35Z

Hello @kent-reese and @scott-steffes ! Thanks a lot for your feedback ! Concerning the ammo system, you need to pick up crates that give +3 ammo each. There is an arrow pointing at those so you don't spend too much time looking for ammo ! I've tweaked the charging a bit, added feedbacks and reworked a bit the projectile skin, i'll probably upload a new version today !

Cardboard Frank by Beardmage 2020-04-23T20:13:18Z

Thanks a lot @dylan-fries for the detailed feedback ! I also feel that the control scheme is a bit off, I ended up using the sprint + brake (Huge drag increase) way more than the directional inputs overall. I'll look into it, because it's the first time I did a flight controller from scratch in a whiiiile.

I'll also look into using Butler later this week, it seems like a good idea (I'll prob add an option to switch qwerty/azerty so I don't have to build twice anyway). Glad you liked the explosions and the destruction, I had a lot of fun doing these !

The world was generated with World machine by our Level Designer, he wants to get into Houdini though. We used a cursed version (Latest) of Unity for this jam !

Anyway, thanks again for the feedback ! I'll check your game tomorrow, it might help seeing another implementation of a flight controller :)

Cardboard Frank by Beardmage 2020-05-03T09:56:59Z

Thanks for the feedback @zubspace ! I did a first pass on performance, but unity's base physics are pretty costy (At first we wanted to spawn a way bigger city but had to go for a much smaller one due to performance). Glad you liked it anyway ! Concerning ammo, the green arrow always points towards the next ammo crate, and there is always one active at all times !

Blocks 'n Trees by NectherLouie 2020-04-21T15:05:14Z

Cool concept ! Wish there were more feedbacks concerning the effect of the blocks though. GL with the polish/fix phase !

Keep the Flame Alive by InsanityCode 2020-04-21T11:56:05Z

chal_ (20).png

Can't play either. Too bad, the game looked great. Hope you'll be able to fix the issues so we can play !

Slime Mama by Jack Kaloger 2020-04-21T01:43:38Z

Wow ! The game looks great, everything feels smooth and polished. Congrats !

Cthulhu: The Cult Must Not Die by LaserPanzerWal 2020-05-03T10:56:53Z

I liked the mood a lot ! As others above said, the game sure needs more feedback overall, concerning the fighting mechanics but also the spawn events and overall progress, so we don't have to circle around the room again and again ! You could probably speed up most battle animations and tweak transitions a bit !

Anyway, good entry !

Tumbleweed by Brenan 2020-04-21T14:58:15Z

I'm amazed that you managed to do so much in 72 hours. Congrats ! Everything feels polished and smooth. Controls were a bit repetitive in the long run though, hopefully the level was still short enough so it didn't bother me that much. Anyway, good job !

Loading... by AlexAuragan 2020-05-03T11:02:43Z

Good job overall ! I just wish the spawns were a bit less random (Sometimes, bugs spawned right on top of me, which is frustrating), but the mouse movements were nice. Never thought about not normalizing the direction so the further the mouse is, the faster it gets. Clever !

Floccy Land by MikyDev 2020-04-21T12:29:12Z

Hi there ! I've got some advice for you : - As others said, you should turn off the rating for graphics if using external assets. At least you should credit them ! - When creating a level, you should do a quick blockout first, to have all your collisions figured out, so you never fall out of the map. - Just in case, put a big trigger box under the map to reload the scene if someone manages to fall ! - You want to use snapping for the environement (Holding Ctrl in Unity, or downloading ProGrid from the Package manager), it will be way easier to build your levels that way ! - There are options for tilemapping in 2D for fast and good looking level building.

Anyway, good luck and have fun !

LD48 — Deeper and deeper

mindgrid by robochase6000 2021-04-27T20:06:49Z

Hi there, the game just crashed every time I hit an enemy for some reason. Concept looked nice though, hope you can finish it someday !

mindgrid by robochase6000 2021-04-27T21:06:38Z

@robochase6000 The weirdest part is that I have a very good rig (3070 / 5800x, 32Gb ram), so that should not be an issue in any way..

mindgrid by robochase6000 2021-04-28T07:44:22Z

Sadly it is the same for me. As soon as the second window appears, the game fully freezes.. :<

Mind Diver by ryusui 2021-04-27T20:13:31Z

Hi there ! Wish timing would have more effect on the scoring etc. The game could use a bit more feedback tbh, it took me a couple runs to understand why I was losing !

Fish'n'Ship by tipyx 2021-04-28T09:33:41Z

Hey !

First, congrats, the game feels super polished, love the pixel art ! Since good feedback needs to include criticism , I found a few issues/bugs:

* You can trigger modules you haven't bought, at least visually :

Fish'n'Ship_o6B29ysCbX.png

* Sending oxygen did not really seem to work for me at least, I was running out of O2 before the enemies would fuck off.

* The visual feedback for when a fish is damaged by an effect displays behind the fish sprite, so when there are many of them it's hard to see what's effective and what isn't.

* When too many fish attack, the sound overlaps and it can hurt a bit

* Gold quickly becomes obsolete after a few tries, wish you could upgrade some rooms or the ship's durability so mining/using the radio stays relevant.

Anyway, it's still a great entry, loved playing it !

Bravo, chers collègues bordelais o/

Deep Cover by Silas Reinagel 2021-05-01T13:35:32Z

Great entry overall ! The game as a whole felt polished, and it really felt like the characters remembered what I said before. It's clever, refreshing and fun. Good job to the team !

Dome Romantik by Rongo Matane 2021-04-27T21:28:33Z

Well, it's great. Upgrades seemed well balanced overall and the pressure is there. I just wish there was some kind of score to know how long we last, but besides that I loved it. Played for longer than any other game so far this jam, by far, and i'll probably come back.

Congrats !

Dome Romantik by Rongo Matane 2021-04-28T11:50:56Z

@rongo-matane Yeah I saw that afterwards ! Since the player can get get all upgrades before doing so though, most of the time they will probably just quit without knowing. I sent the game to some of my students and they loved it ! One of them finished the game, while the other one's goal was to get all rewards. The second one didn't know you could finish the game and nearly stopped before that for example !

DeeperMiner by Twaerd 2021-04-27T20:50:32Z

Salut ! Comme le disait @solweak en effet les lumières tabassent un peu ! Pas mal par contre si vous avez fait tous les assets sur la durée de la jam, c'est cool ! Ce serait top je pense d'avoir des ennemis un peu plus réactifs lors de l'entrée du joueur dans la salle pour pimenter le tout. J'ai eu du mal à comprendre quoi faire au début, je pensais que j'étais l'ennemi à la base x) probablement à cause du placement des unités. C'est cool en tout cas continuez comme ça !

L1-S0N by Beardmage 2021-04-27T00:41:25Z

@elsombrero @creepyface Thanks guys ! Please try our new build, which feels way more polished now. The one you played earlier was just an early prototype for the first day !

L1-S0N by Beardmage 2021-04-27T17:10:49Z

@cslupius Thanks for the feedback ! The exclamation refers to the proximity of the fog. It means you've entered the "Danger zone". The texture itself it going to be replaced to be more accurate soon.

@bidentworks Thanks for the feedback !

L1-S0N by Beardmage 2021-04-28T00:14:31Z

@borderdestroyer Thanks a lot ! We really gave our best on that one even if it was tough (My mate did not touch Unity in years so it was a bit hard to learn things again), glad you liked it !

@jackbad Thanks for the detailed feedback ! Did you play the 1.1 version or the first push ? Because I doubled the duration of the text, but maybe it's not enough yet. The text is one of the latest additions so it is still a bit clunky. I'll try to figure something out ! As for the hazards, indeed the fog isn't as deadly as we wanted, i'll probably tweak it before adding anything else for now. But who knows, if we feel brave, maybe we'll add the third level we planned for the jam !

L1-S0N by Beardmage 2021-04-30T21:43:30Z

Thanks a lot guys for the feedback !

@vladadamm We uploaded a new version, fog is now way more dangerous (And feels much more like it is). I wanted to setup some custom cameras to guide the player but it takes time.. i'll probably fiddle with cinemachine, in case I manage to get something decent running !

We added a lot of feedback concerning the health of the player too !

L1-S0N by Beardmage 2021-05-01T09:55:19Z

@chrispy977 Hey, thanks for your feedback ! The exploration part is here on purpose actually. I tweaked the second level though (Build will be uploaded soon), since its main pillar's location wasn't very clear. Most people forget to use the zoom feature, which is very useful to see the symbols from far.

You can take as much time as you want since the fog only goes down when you do (It records your lowest position reached and goes to a spot a few meters above it)

Also, what caused you issues with the jetpack precisely ?

L1-S0N by Beardmage 2021-05-02T02:08:13Z

@vladadamm Thanks for the feedback ! I knew the new fog would create more overdraw (More & smaller particles), but I hoped that switching to the VFX graph would help a bit. I guess i'll have to switch to a shader or a flipbook to get a better result. Gotta step up my game haha

About going higher, I don't think I changed anything related to the fog height (Except that now, if you interact with the wrong pedestal, the fog goes down a few meters instead of cancelling the last pedestal). I'll probably tweak damage values a bit more though, I went a bit too hard on the difficulty when balancing that..

@paulloz I dont know yet how i'll handle the guiding part concerning the fog going down better while keeping diegetic UI tbh, but I'm sure i'll find out ! Thanks for your time :)

Monday by Dobrila 2021-04-28T08:59:21Z

Hi there ! Liked the mood a lot, gg ! I had some issues understanding you had to kill all the zombies (Why ? your character is a random salaryman). I only got one gun and ran out of ammo, so there was a dissonance between scarcity of ammo and the main objective. It really felt we had to run to go for the car (Since the character talks about the car, it can be misleading)

Catryoshka by mpetrus 2021-04-27T20:59:06Z

That skybox is gorgeous. Whoever had this idea deserves a raise. Good game overall, everything felt good and polished. Had a few issues with backtracking sometimes that felt a bit long but it's not a big deal. Good job !

Space Dwarf by DesertMaw 2021-04-28T09:08:30Z

Nice, voxel art ! It looks nice overall, congrats. One minor issue I had with that is the voxel density that varies too much depending on the asset (Some mobs have way higher voxel density than others, same goes for ground tiles). The ground can feel a bit noisy because of the shading too.

Gameplay-wise, some enemies lingered for a bit after I killed them, they still took hits but their model disappeared. If you wanna keep working on this game for a while, you can add basic FX (Or even reuse the poison one) to enemy deaths for extra game feel.

Good entry so far, good job !

Echo One by Sherwin Claridge 2021-05-01T10:55:40Z

Cool polished game !

I just wish there was less backtracking in the levels. Try to offer your player a quick way out when you reach the end of a path !

Since the game is action based, maybe you could make the character go fast after a while so traversal becomes more convenient. You could also add quick feedback to your enemies to tell when they are going to attack ! It could be anything, FX, a short animation, a texture blink..

Anyway, I liked playing this game ! It's impressive as a solo dev. Congrats !

Afraid to Turn by rhoff95 2021-04-27T21:40:26Z

The game looks good overall, It lacked a bit of clarity though (Without reading the explanation text you have no idea what to do or why anything happens). With a bit more feedback (Moving trees etc.) it could be great.

Mystical Island by azakharov 2021-05-01T13:24:51Z

I liked the concept !

As others said above, some events feel a bit too random to me, you don't feel like your choices meant that much, it's either you get good stuff or you get the boot. Maybe a system with several choices for each event could be great (Like spending some of the resources to gain others maybe ?)

Good job anyway, congrats !

Deeper and deeper by skaminska 2021-04-27T20:09:52Z

Hi there ! Be careful with your UI scaling, I couldn't see the controls while in full screen. Idea looks good so far, wish there were more feedbacks with the interactions though. Gj !

Deep Sleep by BlackcatDesigns 2021-04-27T20:18:54Z

Hi there ! Quick tip, you should fade your particles more over time (In unity for example, use size/color over lifetime curves) for better looks ! Also, I had issues seeing the dark energy at first, maybe try to tune up the contrast a bit (Or add an outline or something, that would be perfect).

Deep Sleep by BlackcatDesigns 2021-04-28T21:12:56Z

Particles are great ! You'll love tweaking those more and more as you learn new things haha. Fortunately there are many videos on youtube about VFX in general :D