Floodwater by John Gabriel 2023-10-07T13:38:50Z ♥ 1
I wish they were more level, but I understand it's not easy to use this flood mechanic properly for leveldesign. Maybe some switch to invert the waterflow ? so you can dry up some area.
Foon → Ludum Dare Explorer → Users → benjamin
| Year | LD | Theme | Game | Division | Overall | |||
|---|---|---|---|---|---|---|---|---|
| 👥 | 🥇 | 2022 | 50 | Delay the inevitable | Shotgun King: the Final Checkmate | jam | 4.62 | |
| 🥈 | 2017 | 38 | A Small World | U-Turn | compo | 4.41 |
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 👥 | 🥈 | 2023 | 52 | Harvest | Furious Farm: Total Reap-Out | jam | Theme | 4.62 | |
| 👥 | 🥇 | 2022 | 50 | Delay the inevitable | Shotgun King: the Final Checkmate | jam | Fun | 4.60 | |
| 👥 | 🥈 | 2022 | 50 | Delay the inevitable | Shotgun King: the Final Checkmate | jam | Innovation | 4.62 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Combo Critters | jam | 73 | 4.14 | 4.00 | 3.91 | 4.17 | 4.55 | 4.48 | 3.16 | 4.20 | |
| 2023 | 54 | Limited Space | 👥 | Devolved | jam | 160 | 4.00 | 3.72 | 4.37 | 3.77 | 4.09 | 3.66 | 3.94 | 3.76 | |
| 2023 | 53 | Delivery | 👥 | Superfetch Dog | jam | 32 | 4.31 | 4.17 | 4.24 | 4.43 | 4.40 | 4.10 | 2.95 | 4.25 | |
| 2023 | 52 | Harvest | 👥 | Furious Farm: Total Reap-Out | jam | 9 | 4.41 | 4.30 | 3.74 | 4.62 | 4.65 | 4.40 | 3.63 | 4.15 | |
| 2022 | 51 | Every 10 seconds | 👥 | The Turgenev Study | jam | 19 | 4.35 | 4.24 | 4.31 | 4.30 | 4.61 | 4.36 | 2.34 | 4.26 | |
| 2022 | 50 | Delay the inevitable | 👥 | Shotgun King: the Final Checkmate | jam | 1 | 4.62 | 4.60 | 4.62 | 3.63 | 4.52 | 4.37 | 3.84 | 4.28 | |
| 2020 | 47 | Stuck in a loop | Soulbound | compo | 91 | 3.84 | 3.48 | 3.52 | 3.59 | 4.06 | 3.28 | 2.43 | 3.33 | ||
| 2019 | 45 | Start with nothing | Wild Wild Yard | compo | 84 | 3.81 | 3.60 | 3.36 | 3.74 | 4.07 | 3.31 | 3.70 | 3.69 | ||
| 2019 | 44 | Your life is currency | Taco King | compo | 11 | 4.12 | 3.88 | 3.55 | 3.75 | 4.50 | 3.98 | 3.28 | 3.95 | ||
| 2017 | 40 | The more you have, the worse it is | Warehouse Panic | compo | 25 | 4.10 | 3.88 | 3.82 | 4.15 | 4.35 | 3.88 | 3.40 | 4.00 | ||
| 2017 | 39 | Running out of Power | Xenocide | jam | 3.75 | 3.75 | 3.00 | 3.13 | 4.63 | 2.63 | 2.50 | 3.50 | |||
| 2017 | 38 | A Small World | U-Turn | compo | 2 | 4.41 | 4.36 | 3.77 | 4.07 | 4.38 | 4.03 | 3.19 | 3.90 |
benjamin leaves an average of 14.9 feedback comments each event.
I wish they were more level, but I understand it's not easy to use this flood mechanic properly for leveldesign. Maybe some switch to invert the waterflow ? so you can dry up some area.
Fun game ! The weapons FX and ennemies really remond me the 80's bubble bobble / rainbow island era.
Well that was really funy. Only problem was the 2-3 first game are a bit confusing/slow with a lot of ennemies to read. But games get better with knowledge. Congratulations ! scores.png
the economy system is basic but rich enough to make the 50 people objective fun to play. Well done !
I would be fun if each lane can only spawn 2 colors, so you can try to get a specific colored truck by emptying the good lane.
Well it was a very unique experience. Especially because I had to go afk and take care to stuff in my house with the king yelling at me... I like the style and the ambience it makes me want to try your team's others entries
Fun and cute. I can't see the point of turning off the music ? Maybe kids should not order until it's turned off. Also the game difficulty doesn't seems to progress or it does very slowly. I guess the real difficulty is to struggling against my bad instincts :D
this is very cute ! I spent way too much time making sure I didn't forgot to greet anyone :) Also I love the paperboy feeling of these diagonal lines on the sidewalk !
After two or three tries I was able to build a robot but it was really hard to move. I was never able to bring him to the platform. When I point the red laser to it the robot only move to the cliff. Also I was unable to use the right side machine which was supposed to transform gems. The game is very ambitious, there's a lot of graphic and sfx work, mixing all your assets and work into this single game in only 72h is a proof of great teamwork ! Congratulations !
I had a good time playing it. And I must confess I'm not fan of visual novel. I guess the storytelling let me forgot about that point :D congratulations. Only thing I see that could be better is the name of the character talking should be slighly alligned left or right to let us understand who talk. The light change of color and the name change didn't do that properly in my case and why always pausing to check who is talking.
Cool arts and also good replayability for a jam game. It's sometime hard to click back when you start entangling your path on many territories.
*SPOILER ALERT* Well I struggled a lot. I tried to scan when I first see the sign but my phone won't recognize the code, so I was thinking it was just artworks. The first jump was indeed very hard, probably not the best way to learn the control of a game. Then got the first key and then tried many time to reach for the second door without being able to do the jump. I came back here, read the comments, figured out about the code, then I had to download 3 different apps before finding one than can actually read the code, went to the site, got the apk, and finally my phone told me it was impossible to install. At this point I guess I could search phone params and find a way to bypass security checks but I'm old and not so good with smartphones. So it seems indeed very innovative but I won't be able to play it. By the way I have no problem with enigmatic gameplay, not enough of them around here.
My best score was 53X ( can't remember last digit ) . The game was a lot of fun but I would love it even better with gravity. Having to put every block on floor was not fun. If I can let them fall in place it would feel a lot more like I'm rushing for loading a truck.
Simple but fun and efficient I could have played more level. There's a bug if you retry before reaching your max delivery : The number display a number different from your real package left.
The car movements are a bit slow. The game is a sandbox right now but It could be very entertaining with just some clear objectives and a score debrief in the end. I would gladly play it with some goals.
I love the graphics and the color but my coursier don't seem to choose the right way when I drag them to the start house.
I had a lot of fun playing this game. I played a few puzzles before getting stuck wit the one with only one egg and two runes blocks north and south of it. I had fun trying to solve it and I didn't end frustrated. Only thing that made me leave was the fact I lack to test games and I can't involve more than 20-30 minutes on each game. The Bgm works fine with me, apart the fact that it's not looping cleanly. The graphics are ok, I was not fond of the fact that u used 2x graphics for ground rune. Maybe you could have remake them with more details without ruining their visibility with the small ones.
screen.png very funny and simple to learn ! I love the fact you can force bunny working and try to bring the ressource yourself
Well balanced and fun but the fact you can't see your score on ending is frustrating. This game genre also strongly rely on the strategic choice on levelup. Maybe you could emulate this easily on your game by just reroll every bonus at screen on new wave. So player can wait for another option and try to choose hison build.
It's a lot of fun ! and a lot of funk too :D I love the way you skil progress on this game : I'm still unable to explain how I can choose the ball direction but I somehow have a better control over it after 5+ games. The leg engine is fun, but I think you could improve it by tweening leg position with a y jump to simulate steps. congrats for the great entry !
Sounds works fine here ( WINDOW ) . The game is fun and addictive my maxmimum level is 47. Maybe the progressing curve is a bit slow on start, I would have gladely play a third one if I was not bored with the idea to play the first levels.
Very nice and original graphics. I wish the game would be a bit more balanced with limited access to node and a way to move them around to adapt to monster positions.
Interesting. I think The game would need some kind of splash damage or acceleration cards (more gold) like sunflowers on plants vs zombi so you can modulate your strategy. The scouting mechanic works really good here. The theme constrain is not very pleasing here, but a lot of games ( including mine ) have to deal with this problem.
The game is amazing but I would have prefer another objectives : Different gem goals for 3 tiers ( bronze / silver / gold ) would probably have easily multiply the time I could spend on the game. The fact I can't grab all of them just give me the feeling of constant failure, even if I get better each game. Maybe just display max gem the player could get, instead of the the level max gem. It would totally makes me try harder to improve my score.
God you have a great team ! The game arts sfx and gamedesign are top notch but you also are very successful in creating a game that feel whole. You guys have a nice synergy I want to test your other games right now !! I was stuck at the double head boss the one with the 3x attack, I like how he's here to check if the player can delaying combos and reading action bar correctly. The difficulty curve is alos finely tuned ! Congratulations !
This is very good and addictive, I love how the second character is a burden at first and then an alternative way to get coffee faster once you get used to it ! Clever gameplay and good use for the theme !
I was unable to undestand how to move bomb, or what the game with the path does. The game is a bit too hard for me but still fun to play !
It seems the game is never ending if you just select damage upgrades and no bonus hp for monsters. I kill them in one hit and almost never get hurt. I think you should try to invest more time in sfx, just a death and slash SFX would bring a lot of juice to your game. And the tiny reaper is very cute ! hiscore.png
Everything went fine and I had no bug here. But I was trapped in the first zone. I was able to use the spring and choose one of the 3 ways after falling but all of them lead me to the first zone. I sill love the core idea for this game. I just wish I wasable to go further
Fun and addicting. Still I'm not sure about the bounce or even homing mechanic. Because there's not a lot lot stray bullets in this game I mean you always shoot right at the monsters. So the 4 and 6 advantage fall very quickly. Also I would have prefer the game with no general skills but only dice skills. So you can levelup all of them, or having your own preference and taking the risk that your best dice is not used often. Also the platform engine need more work : the jump behave weirdly and you can stick into wall or even fall off the level ( my game ended like this )
The camera makes it very hard to target a specific point to land. Maybe keep camera at ground level with arrow to follow the frog would help... But it would not work for high place like roof. I love the core idea, the execution need more work, but you spent some time on interaction details like mail form or bird transport which is very good
hydra.png Very entertaining ! You procedural heads animation are gold. You seems skilled enough to make the whole dragon this way I would like to see these big legs stomping the ground !
If you change weapon while you re reloading the previous weapon become unusable
This idea has a good potential. Like said before, it seems that damaging every pieces at once encourage players to play only one at a time which is not very good for your jigsaw mecanic. Here's an idea of how you could deal with that : - Health piece -> your farest health piece take damage when you fight a monster ( if no health damage goes to core piece ) - Stamina piece -> your farest health piece take damage when you walk ( if no stamina damage goes to health )
This way people will try to build big structure with health and stamina on the end to avoid having big parts unlinked from the core
Simple idea and flawless execution, the game is gorgeous. Also, first time I give a game a good humor rate for texts the authors didn't write !
This is a very clever and original idea. Very refreshing gameplay. I was not unsure about the timing of the transformation. I wish I had some signal before it happens. ( Edit : I got it on my 3rd try )
tbh I was not very confident with the one attack per enemy type gameplay, but finally I had a lot of fun with it. On my first try I didnt realize there was an HP bar for the crystal because it was offscreen. Then I saw your warning before the second game and eveyrthing was fine after that. There's a nice old school feeling to the game, makes me want bash an arcade cabinet's buttons with friends !
7722 It was fun and addictive. The difficulty curve is a bit slow to my taste you have to wait a while before having to use the dash ability. The most interesting/dangerous part of the game is when ennemy spawn around you or when they loop behind your position, you could add enemies with different move pattern or teleportation so player feel the danger coming sooner.
I cant make the machines works too.. Or maybe they do but I dont realize it. In any way I never saw carbon bar filling up...
I had the same problem : The game controls are fine for the first seconds then it gets unplayable. It's like the control of the mouse is checked multiplied time until you can't move anymore. Hope you will be able to solve this, these gigantic wheels are scary !
Best score 3122. I died from alcoholism but I got a lot of love in my life so I guess I'm cool with it.
This is gorgeous ! I'm happy you added a real and challenging gameplay to this and not only focus on your fabulous arts. Don't know what happen when you run out of energy but I really had to struggle for that !
Wow I'm amazed on how the zoom is effective to emulate stress. Well done. Also I did understand the effect of adrenaline and psychedelics but I can't see how they're linked to your life duration. Both add lifetime ?
The core idea seems good I like the combat / healing thing and the fact you have to protect and fight at the same time. I'm not sure about the number above monsters and civilian's head ? What does it mean ? Also I think the y movespeed is a bit too slow and sometime frustrating especially when you try to be on the same line of the monster you want to heal
The music ans sfx are top notch they make a very good athmosphere for the game. It somehow reminded me The VR game The Under Presents. I wish the game was more gameplay oriented with features like being able to extenguish fire even on a flying people so he can drop back into the game. Fire spreading among people and trees would also be a fun thing. Also respawning after falling in the water is an easy way to improve playabilty.
Oh god that was super fun ! I love your boss shape triangle based generation system. I really wonder how it works I'm used to basic square grids. The difficulty curve is very chaotic, it seems only the first phase is "easy" ? I could reach phase 9. Also nice energy on this missile launch. I understand you wanted it looks like a grid/training style but I think you could have make this gorgeous with just 1h work on a tileset.
The loop thing doesnt add a lot to the game right now. If you give players a loop score ( looped needed to finish a level ) then he will try to optimize his moves trying to take advantage of the teleport.
That was fun. I go the "3 orbs" message even if I finished with only two on my first try. I could get 3x orbs on two differents path on my second and third attemps, but I was never able to collect 4... Is 4x orbs the secret way for leaving the loop ?
The puzzles were fun, not too easy and not too hard at the same time. You could bring a lot more life to your game by just investing a bit of the 48h in the sounds. Just jump / die / success beeps will greatly improve the overal game quality ( I tested the game because of your post but I already have my 20+ rating, so better spend your time on danger zone games 😄 )
It's a very good way to translate the ouroboros symbol to a game mechanic. I don't think you lack skill in leveldesign but the game probably need one or two additional mechanics so you can create more interesting levels. Maybe being able to modify length by reaching specific points or having to separate equally some tiles inside and outside the loops...
The view from the window was really impressive. And I also like the timing between receiving and sending. Would have been great if I could invest the money in features to improve my station, but 48h is short !
I love the wheel setup. It seems you did all the math for the fake 3D effect so why not pushing the effort and interpolate obstacle positions between each step ? I think you could get very smooth wheel move this way ! Anyway, nice hamtaro madmax mashup ! 🐹 ⚔️
I like the base idea. But I could not build a farm after the first impact. I was unable to stock food on my previosu attempt, the food was deleted from my stock but not added in storage when I uses thestorage option. Also my stored populatoin was nto transfered after the impact. I only got steel and oil and not as much as I stored
I had a good time solving it, the animation were very clean, and your music choice really add a lot to the mood.
I like the main idea, but in its current state the game is really hard. I guess some grid based position for furnitures would help a lot to memorize AND place items. It was very fun looking at the ghost destroying everything in the room :)
After 5 tries my best score was 4,8. It takes a long time to get used to all the devices positions in the station but once you're trained the game is pretty fun. I found out that the ressources were not equal... For example I always struggle for oxygen but energy and fertilizer are usually never a problem.
This is very innovative. I love the little tutorial on start. The difficulty curve could be rounded a bit : The game seems very easy then I got stuck in the timed lever room without being able to pass it. Maybe some other rooms between this one and the previous would help the player to handle more difficult puzzles.
I loved playing it ! I wish you had more time to design more levels but I guess it's not the easier part :)
Great entry, everything good about the game has already been said, so I will focus on the only problem I noticed : the background elements should scroll slower than the foreground elements for a good parallax feeling.
I gave you top 5 stars for humor... Now stop hurting yourself !!
I wandered a lot in the maze without being able to find any way out. Is there any ?
I was unable to get first power up because it was in a cage. Then the banana seams out of reach. I could go further burt died many time (7-8 times) and gave up
Really great idea. I love the riddle aspect of the game. Some invulnerability time when you respawn would help to make the game less confusing.
Hi ! That was fun but it could get very challenging if you had to score with a fixed ammount of customer for the wholegame ( 500 for exemple ) . Add a promotion upgrade ( = more people will stop ) and I could spend hours trying to figuring out what is the best upgrade order.
You were very close to have a "game". Let's sum it : - An escape sequence ( autorun left or right with a black fade for example ) - A danger ( if you pass in font of mother -> angryface -> reset game ) - Some nice intro and gameover tune :) In my opinion you did the most difficult part of the game with this nice game engine and graphics.
I want to test that ! But I need the donwload link !
That's a nice way to rethink breajout game. I love the way ball position influence brick spawn point. You shoudl try to find a way to make people want to create bricks. For exemple green point are invisible until a specific bounce score is reached. Everytime ball hit pad, bounce is reseted to 0 so you have to make brick to get a chance to hit the green targets.
I suspect the emulator to skip some frame ( I sometime get no bombs at start, then I see 3 or 4 flashing fast and exploding ) so I will rate the game with the video instead. I really love your progression screen and the fact that you have to remember in which order bomb are spawning. Nice entry, you made me curious with this pewpew console thing
My best score is 101. Nice particles for bat teleportation ! It was simple but addictive.
I dont know how the game physic is working but it seems the slopes wont affect my speed... I like the look of the game and I really expected to go faster and faster !!
I like the warm atmosphere of the game but I was unable to build the house or the field. They were just empty and I could not improve them like I did for the bonfire. Did I miss something ?
Great execution, and I totally dig this heart mechanic / sword / lock. I'm not sure about the deck building thing. I feel more like I'm getting random element ( like in tetris ), instead of really building a deck with specific abilities.
I finished it. I was really mesmerized by this game. It really reminded me my first steps with videogames on MO5 thomson computers. It was of course very hard at start to understand what items do what, but once yo understand everything the game is quite adictive. I even started to draw a map, like I used to when I was a child. Good job !
The starting idea is interesting but I regret there's no gameplay involving having only one or two control. For exemple in the part of the game with only right, you could have some retractable spikes in the ground so the player have to wait the right time to run. and with left and right, some falling spikes from the ceiling ( different timing ) so he had to use both keys to dodge them.
Nice ending :) The game would be more challenging if stretching platform totally disappear when they close. In the current version by aiming at the center of these platform you can still finish the level easily.
That's smart ! Maybe some basic instructions like
I like the gold / army building system. I'm also ok with the unfairness of random first positions but some of them ( peru for example ) dont even allow you to invade a nearby country even after 5+ turns.
That was fun. the gameplay really remind me hoplite. I'm unsure about the bouncing walking animation. One straight move would probably improve the game readability
Awesome game. What I like the most is the seal mechanic. What could be improved is balancing ( most monsters die before even being able to reach me ) and this shaking animation is too strong some time the demon body teleport over all screen random positions. The audio is really scary, well done !
Once dead I could continue to play. Fun to play and well balanced but more fx/animation on monster death would make it more addictive.
Very original idea.
It's not very usual to invert left right on this kind of games. I also found it difficult to aim.
Is there a way to kill enemies ? I could find only one chest but got outflanked by too many enemies...
First, the game doesn't look like it's unfinished. I could get to floor 3 after 5 tries but I died there and gave up. I had a lot of fun playing it, the learning curve is good and you have to learn how to deal with each ennemies to progress.
some low volume sfx when you dig square would make the game more enjoyable. If the level can generate closed empty sape you should heal one heart on each level to compensate on health you have to loose to progress.
The game is addictive. My best score is 2077. Nice context idea for a tunnel game. It would be better with : - no green and red bonus overlap - a blinking or vanishing sequence for portals ( so player dont try enter them when they will disappear) - portal should scroll once ou used ( one use only ) so you dont have this weird graphic effect.
I also love the rune. I found myself trying to avoid off-beat turn. Would be a nice mechanic to reward no off-beat turn series with extra score ( = dodge ).
I have a "you win" screen when I loose. Apart of that the game is fun. The fact creatures dont take damage when they kill in one turn give a huge advantage to who control the battlefield.
the caracs need to be capped and also investing on max life let the player progress too quickly.
Fantastic story and nice ending sequence. There was also a really epic last battle with a door a bit late to open ( this extra time after 100% actually made me scream ). I had to use a joytokey program because wasd is unplayable on french keyboards.
That was fun. I wonder how far you can get with this gameplay ( coin stock management, multiple articles etc )
the game need unityPlayer.dll to start
This is very addictive. Almost everything about this game is great but I will focus on what is not int the comment :D The dead ends ( corridor with no room ) are my #1 reason for dying, I guess a generator with circular paths would make the game more enjoyable. The controller start button reboot the game which was unexpected. And sad. But probably convenient for debugging. If you ever think about working on this game again here's a features suggestion list : implement vision line ( vision seems op ), adding a sense monster carac (+2 step) not affectected by wall ( working like your current vision ). Being able to see asa red number how many total monsters are in the dungeon, would help to feel danger/pressure. It would give some kind of feedback for investing in the teal carac.
The game speed seems bugged. When virus appear they go straight to me in less than 1 second. The shop system and desktop level was a cool idea. I regret I can't properly play this.
sometime the ball get stuck in a wall ant it take long or sometime forever to get out of it
There's some bug when some of your workers refuse to go sell stuff... It happens a lot on game start I had to try several time before starting a normal game. After that I also detected that if you buy two workers in a row then act like a single one and stay on top of each other.
the hp:50 weapon break your leveldesign ( which is pretty good ) because you can fire all cannons from a distance. An idle animation for cannons ( like rotating forever ) would be nicer than just pointing 0° angle. Apat of that the game seems very nice and balanced, the hp/weapon system works great and the 3x live limit seems fine too.
innovative bullet patterns and these eye hiding on top of other ennemies is also great. The music is ok, but some sfx when ou die, spawn back would have been great too. I could only try the one player mode.
My best score is 325. the balance seems very good and challenging. Sometime you need space, some other time you need close range, or long range. The speed shift when you drag stuff around is also a very neat thing. Really make the player confortable without making the game too easy.
Hello I'm unsure about the game goal. Can I only choose among chests or is there any other control ?
Very fun game. I first thought that inertia was a bad decision for control, but once you get used to it, it's what make your game special. I like it. Why do you reset score to 0 when player die ? I guess you can reach ground ( I never success with 50+ tries ) but even if player die before, you should not reset his score. Maybe cut 50% of it instead so the player can still feels like he made progress.
I need a 6th star to score for innovation. like others said some nice music or at least 3-4 melodic notes collisions sfx would add a lot to the game. I also found that reading health was difficult because top right is definitively not thep lace you want to look. Maybe that changing block colors when you are 15 or below would have help ( your block or why not all other blocks too ). Backgrounc color change would also work great. The view is also very clever, make the road reading very pleasing.
Nice stealth game. I love it. My best score for overal so far. Really gave me the feeling of robbing stuff. I especially love this green / red hand icon. The game seems too hard without the consumable and too easy with them. Must be hard to find a good balance point in-between. I think I would have go for a group of level you have to pass with a pre-determined ammount of consumables, best score win. Player would then have to figure out which is the best place to use an item, with different path strategy depending on this choice.
Nice graphics and fight system. The problem is difficulty curve is not very good right now. You should start with much slower monsters and give some really cheap items to buy first. Also spawn some chests to some place of the dungeon to make player want to move around and seek for them.
I went to lvl 12 before discovering this game actually have a gameover condition :D Got really surprised when it happened. I spent much more time than expected on this game, I love the fact that planet rotation keep you from adjusting a specific poser and angle with ballistic determinism
Some of my bullets sometime stopped in the air and stayed on screen. Apart of that the shooting was ok. I wish there's more sfx for bullet shooting and monster exploding etc.
I love the doll physic on players. moving player just a bit right or left depending on cursor position would help to resolve the weird arm situations. The game itself was fun but the IA seems a bit sleepy. The music also does not really fit.
nice graphics. I guess the gampleay need more elements so you have to adjust your speed to specific events or road situations. But the core idea is pretty good.
I'm totally in love with the floaty / bumpy physic. I think the modern wipeout versions totally failed to this, that's why I prefer Wipeout 1, 2097 and wip3out. Nice game, I hope you will push it further.
drunken walk behavour was realistic AND funny to play with, which is very difficult to do imho. Funny entry !
You should randomize colors and sequences so people have to read the sign again if they fail. The concept was simple but still interesting to play, it also perfectly fit the theme.
This is a very good idea and the implementation is also neat. The warning sound and yellow feedback really bring a lot to the game and the gameplay is intuitive.
funny game, but I got stuck on level 3.
It sure is a good idea for the theme but I'm not sure the hold button itself is enough to refresh tetris gameplay. I still had a good time trying to play with the limit. Holding the space bar was a bit annoying ( gamers get tired fast :D )
I wish you spend more time on leveldesign I could have play more of this. The game also need some feedback effect when you hit a rock. This dirt tile really made me want to dig them, nice gfx !
I had a good time playing your minesweeper-roguelike. I happens to also work on a game using this mix. I think the control are well explained but a bit unintuitive, when you get used to it the game start to be fun. I'm also unsure about the need for damage location it add some depth but cost a lot of readibilty. Maybe some red for injured/torn off member would help, ( fractured and functional almost read the same ).
I blocked the first 5 minutes not able to build anything ( no explantion about what building first or where ) Then I understood the system and I had quite fun after that. I have no idea about what blue en purple ressources does it seems the game was working in some kind of sandbox mode where I can build whatever I want to.
Very nice polish for this evolution in the mood. The ending made me laugh, you did a great show and a good game
I could achieve 1st place on my 4th try. The track is really difficult especially first checkpoint. I could finish it by avoiding to drive at full speed. I still like the mess of the first start, really remind me this destruction derby feeling :)
Fun dialogs and the character arts are great. The gameplay itself is a bit dull maybe because of weird control an collisions ( for exemple you can collide with boost pad even if you are higher )
My best score is 34. The game was fun, some SFX on battery grab would be nice. The random level generation really add a ot to the replayability of the game ( 5x attempts here ) but I got stuck 2x time in the ceiling on room generation. You hsuold probably wait player to reach the center of the green room to launch rooms reset. Making the level itself running out of power is definitively a good take on the theme.
I was unable to find the exit two time in a row. I supposed it's on the bottom right side of the maze but I was walking near the wall and never found it. Apart of this, the mood is great, nice music. Maybe a life/energy bar would be nice to know when we are running out of it.
Some scrolling scenery would have help to improve the speed feeling. Dont need a lot of work here basic cubes would have been enough.
Music and dialogs were enough to bring a charming gentle mood in the game. the leveldesign and gameplay elements are a bit simple. I would have love more mechanics an innovating puzzles to play with this game.
The shoot mechanics + boss fight ( I could reach only 2 of them ) was excellent. I dont know why you add so many gameplay elements that dont use the shoot mechanic. saw coudl be frozen with shoot, you could need to active switch with shots or something. When I killed the second boss I was really happy and wanted another rythm boss or level using shooting.
I was not able to finish it. Most of the time I ended at the start of the climb 3. On my first run I was unable to detect what was the exit, I was thinking the game was unfinished, and found it only by chance before I gave up. Some blinking up arrow would have help there. Apart of this I think this game generator is VERY good, I tried it 4x plays and each levels was unique and interesting, must have been a lot of hard work ou put into this. The control also feels good. Congrats !
This is a good game. It needs some tweekings but it's a pretty good overal. it would be much better with a minimap : I had no idea where were resource left our ennemy bases left and spent a lot of time navigating randomly through space.
I think I could have spent more time on this game. The storytelling was good and really made me want to play further.
Well I like the concept but I think more buildings and tactical choices could make it a lot better. I think that being able to build mines or farms for example would make decision about how to spend metal more interesting. Music really help with the end of the world depressing mood. Well done
With virus models and background you really took time to install this biologic mood in your game. But the control were a bit too fast for me and I owuld have like more sfx feedback when I shoot or hit ennemies.
Ok that was short, but you took time to make an ending sequence :) You should have a look at the 0 hour game jam http://0hgame.eu/ I think you could do great there :)
Fun mechanic, the control were a bit difficult to handle. especially the fact that you have 2 sets for pc and we make people like me who reads too fast make a lot of mistakes.
Very innovative gameplay. A bit difficult to learn especially because color are probably not enough to memorize people. Some girls and additional haircuts would have help. Funny to see how I first tried to only rely on a single friend because I had too much problem remembering about other folks... :)
very nice graphic and mood. I would have love a more detailled gameplay with different monsters and/or barrel effects.
This is not a brand new mechanic but this tracked crates really make it special. I think you had really good tools to make 10+ good levels. You should have spend more time on leveldesign. the moving demon hands thing is also great.
Maybe my screen ratio keep me from playing this but after 4 ties I was unable to find the blue ressource in time before the city got destoryed. I guess that maybe it was offscreen. I tried to launch game with a different screen ratio, but I had the same problem. I can still apprecciate which is very innovative and refreshing. I can still detect a bit of minimetro in it :D
Graphics were amzing. The cutscene are great too, they add a lot to the mood, but gameover animation/fade is what you needto implement first on a game like this one.
I love the feeling of this game, but it's very difficult to really understand the mechanics and take advantage of spy informations. The real time especially make it uneasy. Apart of this, I love the way you insert dialogs and events in the gameplay. It really boosts your overal score.
Adventure of Lolo meet roguelike turn mechanic. This was fun to play and I finished it. The difficulty curve was nicely done. congrats.
Games with good humor rating AND interesting/innovative gameplay are rare. Your game is totally one of these gem.
Very nice game, the graphics are lovely. I think better work on SFX and transition would have let you get a better overal. The difficulty curve is nicely done and challenging. The part where you can get crushed up by stuff is a bit hard to master especially because of the light coming from the side ( would be easier with a different light angle ). The title screen is great.
I was unable to create the bottle and water tree. I waited for long time but could not grow herb on the dirt tiles even if they were watered. When I see the screenshot I guess I missed a lot of things. The music / gfx / mood are really good on this game. congrats !
LD56 — Tiny Creatures (2)
Battle of the Hives by Infernaton 2024-10-18T15:04:36Z ♥ 1
Simple Idea, great execution !
Mooovement Game by MarkAis 2024-10-09T14:03:01Z ♥ 1
I had a good time, reminded me all the fun I had, skiing on tribes 2, a looong time ago :)