Secret Floors by Quetzakol 2021-05-02T15:50:00Z
I enjoyed the story. It was engaging and your drawings were nice. I am a fan of the style. It sets a great mood. Solid entry all around. Thanks for sharing it!
Foon → Ludum Dare Explorer → Users → blockerz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Guardian Angel | compo | 254 | 3.54 | 3.57 | 3.78 | 4.36 | 3.10 | 3.29 | 3.66 | 3.30 | |
| 2021 | 48 | Deeper and deeper | Lonely Journey | compo | 539 | 3.33 | 2.61 | 3.45 | 3.71 | 3.48 | 1.28 | 2.86 | 3.66 |
I enjoyed the story. It was engaging and your drawings were nice. I am a fan of the style. It sets a great mood. Solid entry all around. Thanks for sharing it!
Very nice art style, audio and vibe. It seemed very polished. I really enjoyed it and shared it with my young daughter who also thought it was cool. She wants to play again tomorrow and show my wife. I think its a great entry and rated it highly.
You should be proud! You made something fun in a weekend that other people can enjoy. I like typing games and thought it was cool.
Thanks for the comment! For you or anyone else that may encounter it, there are arrows next to the message window that allow you flip back through previous messages. Likely an incoming message advanced past the message from Mission Control with the required ship settings.
It is good feedback that I should have tried to avoid this situation at the start so that message remains visible. I think after the start that would always be the case.
Thanks for commenting @blackopsben & @saintchristopher777 . There was a lot more I wanted to add in for the gameplay around power and course management. The intention was to capture the boredom and loneliness of space exploration along with some management elements for running a space probe. I was also trying to base it on real information from the Voyager probes. Hopefully, I at least got the boredom right! :)
@hruhf @scruffylooking2121 @towergame @phanty @jj2oo2 @goldone Thanks for the comments and completing it! The story arc with V1 was a key part of the concept. I wanted the player to feel something about the long trip. I didn't want to tell the player what they felt directly but instead convey a possible feeling through what was happening with V1. I tried to give some of the boredom and loneliness directly through gameplay but then deliver the rest through V1. I could not hold the player for a 40 year trip but was hoping to convey the toll in only 10 minutes.
I did want to get deeper into the probe management portion for each mission and have more visual interest in space like passing each of the planets. That would have been the next areas of focus.
Agreed on the buttons I was torn because I felt the thrust should be reverse of the velocity. I had wanted a thrust effect on the pod which would have helped. I also keep pushing the wrong way sometimes though. :)
@audiobusting Thanks for the feedback. Definitely not too critical and I agree. I appreciate the suggestions. I am interested in the examples you mentioned. That would be cool to see how others have accomplished it.
I was thinking along the lines of what would a person (or anthropomorphized A.I satellite) feel on such a long trip in space? How could I give a sense of that feeling to the player in only 10 minutes? How could I make that into a game that would be enjoyable to some people?
Granted I did want to add more of a probe management gameplay and some more visual interest such as seeing each of the planets. I wasn't going for so few things to do between planets. Ultimately it is hard to feel I was successful because I didn't get to the point I wanted to in the timeframe. However, that is always the case in jams so its not really helpful to think only that it would be better if I had more time. It has me thinking more about how I could have used that time better.
I am also glad I submitted even feeling uncertain about where I was at the deadline. It lead to great suggestions from people like you who have experience and information to share. I am grateful that you and others took the time to play and provide honest information.
@armytag - That comic is fantastic. The first chapter is definitely in the vein of what I was thinking and such a great way to implement it. I read a couple additional chapters and it seems to go a different way after that but really cool.
I think the idea of sending messages is good. I provided a reason why you can't talk back because I thought a branching narrative would not be doable. I also didn't want to make the player select words that were not theirs like in most RPGs. That's why I opted for one way communication. Just allowing messages to be sent would work though. Totally agree on the sounds - even just carving out a little time for it would have been good.
@guimm12 Wow! Your post described everything I was going for with the story and theme. It was really terrific to hear it came through that clearly for you and that it had some level of impact.
I would have loved to deliver more on the gameplay of managing the probe. However, it was ultimately Journey 1 that encouraged me to submit. Thanks for the feedback.
@audiobusting Thanks for sharing those games. I read a New Yorker article on Desert Bus and its fundraiser. It is a pretty fun piece of gaming lore. I will have to check out The Longing. I added to my wish list. It is cool that you wrote a story about a space probe!
@udo2 Thanks for compiling on Mac!
I agree on all points. I have not done music and there was so much gameplay I didn't get to in time that I was afraid to spend time there. It does motivate me to learn more about some of the music and sound generators in case I do a future LD. After playing some other LD games I see how much even a basic track and sounds add to the game jam entry.
I did want to have power decrease as you got further out and require more choices about instruments. I had imaging more to the data collection as a way of score. I also had planned to have OS upgrades sent to you in flight that added functionality or evolved the story. I think more probe management would have been interesting.
The background pause was not intended. Sorry to you and others who encountered that issue. That would definitely make sense.
I really appreciate the feedback!
@nonumbersgames Thanks or checking out my game! I agree with your feedback. I know for sure the last word of the game was chopped (unintentionally).
I will join you in the pledge for audio next time. :) I have already started trying to learn a little more about audio production. The part I am trying to work out in my brain is how to devote time to it in the weekend. In this jam if I had another hour, I would have wanted to spend it building out my gameplay concept. I think it will just be to prioritize it over other things and to have confidence (which I do not have now) that I can pull it off in a small time budget.
@nonumbersgames That sounds like a great way to approach it! I like the idea of making audio post jam for the game for practice. I think making some basic sounds with sfxr or similar tools is also a good minimum. Then, jumping to some music from there makes sense after that is covered. I will have to try that next time too.
This jam was a fun experience overall and having the opportunity to connect with people like you and others in the jam was the best part. Thanks for sharing.
@nonumbersgames Hey! Not sure if you will get this but just following up on our pledge in LD48. I made a game for LD50 and included audio this time! Hope you are doing well.
I like the art - very well done. The creatures are creative designs too. Nice job making a cool game in a weekend!
Nice job. My daughter liked the music but thought the ending was a bit tragic.
Nice job coming up with a basic card game based on the theme! I liked it. The presentation is good. I was able to learn by playing it. I did notice you can still interact during the AI turns which if you End Turn during the AI turn it plays your cards - serves me right I guess ;).
I liked the art style and concept. The enemies stopped right on top of me instead of next to me which made the combat less enjoyable. I noticed too that they stayed above me on the platform instead of pathing down. Nice job making a game in a weekend!
I like the game concept. The intro was fun and art is well done. I didn't think I was doing well but then it said I won! :)
I kept thinking the hit boxes were too big but maybe I was just bad at watching both sides.
Fun idea! I enjoyed the concept and thought it was well implemented. At first I thought the boxing was too easy but it did ramp up a little. I think it is a good balance for a game jam game and wanting to get most people through the story. Nice job making a game in a weekend.
I liked the backstory. I decided that I would rather go as deep as possible and gain the insight about how to make the best possible art. Upon learning the secret, I saw no need to return to the surface to share it with the art snobs who shunned me.
I enjoyed the presentation and voice acting quite a bit - perfect for the type of game. Great job making something fun!
I won! Still hung out to collect more coins after. What is so satisfying about video game coins? Also, there didn't seem to be a way to escape except Alt-F4. I liked the zombie assistants. I was unsure why there was a jump - maybe missed something there. Nice game for the time.
I found my game jam twin! My game was also based on Voyager. :)
I took a much looser approach and just used Voyager in concept. I had also wanted to add more gameplay and ended up with a pretty on rails experience. I was torn about making it too gamey or action based because it wasn't really in keeping with a space probe. I did want to have more management of the probe than I got done though. Similarly I only had about 10-12 hours in the weekend. I had wanted to have pixel planets floating by so I was jealous of your Jupiter. I liked your approach of typing in commands. Nice job!
Nice job for the timeframe! I made it past the first boss but was stuck in the next area. I think I destroyed a strand in there but couldn't seem to hit any others. The main issue I had was with the aiming. It didn't really feel like my shots went to the reticle even with the looking down the sites type mode. Parkour was decently challenging but doable.
My wife is a vet and she seemed to think the science was a little off but I think it was basically what she does every day.
Nice game! We liked the fish graphics. I made it to 51.
Great job making a game in a weekend! It looked like there was a message in the upper left corner that I should have been able to read but was it was not visible. I was also able to fire at most enemies from a distance before they triggered (easily picking them off). I didn't really have a direction other than to fly around. I saw after that you have put in a couple coordinates outside the game. I have a 4K monitor so maybe it was my resolution. It got a nice feel and audio though and I think it had potential with further iteration. Thanks!
It did run for me but I am not sure how far I got into it. I could not really progress past the initial area.
I enjoyed the intro and game concept. It seems pretty fun but I wasn't fast enough to get very far. Great job making a game in 48 hours!
Great job making a game in a weekend! You accomplished a lot for the timeframe. The visuals are well done. The puzzles are good. Thanks for sharing it.
I liked the pixel art style. I see that you were experimenting with a concept for making each death cost something which was cool. I agree with the other comments so won't restate. Nice job making a game in 48 hours!
I liked the art and sound. Nice job making a game in weekend!
Really creative take on the theme and escape the room! The style is well executed in all dimensions. I liked the concept of bringing puzzle pieces through the dimensions and mixing the gameplay between them. It must have been a challenge to do them all. Great job making a game in a weekend!
I liked the pixel art style and being able to use the vehicles. The driving control could use some work but was fine. Nice job making a game in a weekend!
I like the concept of a targeted jump between platforms. I struggled with the buttons blocking areas I wanted to go. Nice job.
This is really a nice game! I enjoyed the puzzle elements and concept. The artwork is well done. All around one of the best entries I have checked out.
On my 4K monitor it is 1/16th of the screen and was not scalable. Maybe there is a full screen option in Gamemaker?
It seems to be fiddly trying to link up with the boxes to move them. This may be intended due to certain puzzles but I think it gets in the way of the experience. If I am standing next to the box ideally I would be able to turn toward it without stepping away. It also feels like I should be able to push the box rather than walk around to a perpendicular direction, grab and move sideways. Its a small thing but the rest is so good I could only suggest some game feel ideas. Great job making something fun in 48 hours!
I enjoyed this entry. From a game design perspective, I like that this had a health system which gave a different feel to asteroids. That also lets things build more because you don't have to start over upon death. It may have gone too far with it in the sense that I stopped trying to avoid things once it got chaotic. The screen was so full of objects that it didn't seen feasible.
I think the graphics and audio were good and enhanced the game.
The controls functioned different than I expected for a space game. Turning and acceleration felt more like a car. That seemed to change things up in how you navigate the screen.
I respect the pain of C++ and SDL2 and getting it built for web too. Nice job on that front.
All around I like the game. Great job making it in 48 hours!
I thought the game was well put together overall. It had nice graphics and sound. It was complete with several levels. All around very well done for the timeframe.
On the platforming front I thought it could be tightened up. The jump seems a little floaty. I would agree that its good to have some hard jumps. It felt like there was a lot of corner of one collider to the corner of another collider which wasn't my favorite. I think that is all iteration though and not much time for that in a weekend for sure.
Great job making a game in 48 hours!
I am glad to see that I wasn't the only one struggling with the wall jump. It looks like that has been covered. It takes a lot of time and iteration to get good controls for something like this and that is something we don't have much of in the jam. :)
I really liked the game. Great idea and the puzzles for the levels were fun. I was impressed how many you had for the short timeframe. The mechanics were all really good. The graphics were nice. The audio enhanced the gameplay.
Great job making a game in 48 hours!
Great entry! I played after watching the tutorial video you made and it helped a lot to understand the vision. Impressive that you were able to pull of this depth, 3D modeling and UI work in the limited timeframe.
I have not played any of the popular factory games but this seemed like it was a strong attempt at one. I liked managing the resources, belts and buildings a lot.
The models, planet, sun and lighting were nice visuals. The background music was reasonable for the jam and fit the mood. I did not recall any other audio cues but that would be helpful too.
It is hard to say you should do anything more given how much you accomplished and how stable it is but here are some suggestions for the next features I would want. Solid UI seems to be important. Things like moving a whole stack at once seemed to be missing. The way A/D worked differently as you move North or South was not ideal. I really wanted to rotate the planet with middle or right click. Being able to keep windows open with important information and seeing more continuous status would also help a lot. After (or maybe before) UI, I think having more goals and story front and center would improve the feeling significantly.
Super solid and impressive game. Great job making it in 48 hours!
I really enjoyed the game! The ramp up works well and you did a good job balancing things. I am curious if you used any particular method for deciding spell cost, heal amount, mana regen. incoming damage, etc. It seems to be all in harmony.
I agree with @chriiis88 on most points. I also played a similar length and unlocked everything. The summary he gave matched my experience. I could never cast Guardian Angel (which btw is the name of my Compo entry). I also thought having health amounts would help but I can see that is a choice.
The graphics and sound were passable. The theme was a stretch for me but I am struggling with what aligns to this theme and what does not.
I really like this one. Great job making a game in 48 hours!
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I really enjoyed this entry! I think you made a lot of good choices. The voiceover for setting the stage really adds a lot. Good choice to make it skippable because it is long. Having navigation to different components also worked well. I liked that many objects were movable at a cost. The graphics and sounds were well done for the timeframe. The general physics worked well enough. It does work best with a controller for sure.
I played several times and got all the data before realizing I had to return. The good news was that I was having enough fun to keep retrying and eventually look at the instructions again to see if I was missing something which I was.
Great job making a game in 48 hours!
@jd557 @mcmuniz I am glad to hear the number of levels was good. I wanted to do more but I felt like I had illustrated the concept and wanted to move on to polish.
@papaya I thought about keyboard controls but was thinking it would make it a different game. The balance would have to be changed and the directions you can move more limited. It is a good idea to explore though for sure.
@peteywoufes Thanks! I put a lot of thought into the theme and how best to get a mechanic and mood that supported it. I felt it was hard with this theme because most games you inevitably lose so taken broadly it applies all over. I wanted to try to get a more direct interpretation as much as I could.
@bubakgames @oneowerse Thanks for playing!
@m11 Thanks for the comment. I really wanted to hit the theme as close as I could.
@garazbolg2 I am glad you found the humor in it. It is hard to know how people will take it. As for the ramping, each time you go back to the main menu and begin again the difficultly increases. You may mean within the levels which also would make sense. My thought was to order them by difficultly so the patterns are that ramp. Which patterns are hardest seems to vary among people though. Please let me know if I missed the point there. Thanks for checking it out!
@caudatecoder I appreciate the recording and talking through it. That is very helpful for feedback. Thanks for doing it! I had thought about tax day being different around the world so that one is U.S. centric for sure.
@jk5000 Thanks for trying the game. I was definitely inspired by mini games like Wario. It would have been cool to do a variety of mini games for each level.
I wanted to give multiple attempts for the mechanic in different patterns. For this attempt at LD, I also wanted each level to have polish through unique animations and sounds along with a background music track. That was the place I focused my efforts on content. I agree that more gameplay variety would be fun too.
@munkkeli Thanks for checking out my game and commenting! Since you also had used Unity WebGL, did you have to do anything different to support Firefox?
I had thought the builds would work in all major browsers. If not, then I will look into if there is something specific I am doing to break Firefox. I just starting using WebGL about a month ago.
@clemonades Thanks for playing! I am glad the variety in the levels was sufficient. I had a lot of fun with them.
@munkkeli Thanks for the reply. I appreciate the information.
@zantze Thanks for checking it out! I am glad you enjoyed it. I was curious how you generated your maps so I was checking out your source today. I really like procedural generation. I have participated in the 7 day roguelike challenge every year since 2014. Last year I made a turn based procedural zelda-like and this year a turn based spy hunter where I generated roads. I have been interested in trying 3D map generation.
@theslate Thanks! I had not heard of towlr so I looked it up. It seems like something I would be interested in for sure. I learn new things every game jam!
@fifut Thanks for trying my game! I agree. I had my younger daughter try it and was thinking the same thing. Kind of like "Mavis Beacon Teaches Typing" but for the mouse. Maybe I should have leaned into that angle more.
@helen Thanks for stopping over to check out my game too! I have a friend that had the same issue with the Next button. I should have colored or highlighted it.
This was my first jam using vector art. It looks like you had some experience with it. Let me know if you had any suggestions there.
@dzejpi Thanks for the feedback! It sounds like the Next button in the corner was a more common issue than I realized since you are the 3rd person to mention it. I should have highlighted it better. I also had the message at the end of the level in the upper left which takes your eyes there. I am glad you caught it and tried all the levels.
@oneowerse @jk5000 @bubakgames The last couple of commenters mentioned they missed the Next button and almost didn't see all the levels. I wanted to confirm if you had a similar issue based on your comments. Thanks.
This is a fun entry! The integration of all the parts in the graphics was well done. The music was good. Some more audio cues might have been nice.
Two things I might suggest would be to show the current bonuses and allow skipping or rerolling a trait selection. I know the second would be a design change so maybe not what you were going for. If you could save up DNA points for more expensive traits that would add some depth. It works well as is though.
Great job making a game in 48 hours!
Overall I really liked the game! I is a fun concept. I never saw the cake though. I assume it was just off the screen but maybe it was a lie?
I think a 'bug' exists when you try again. The ants do not start but everything else is normal. I had to reload the page and start a new game each time. Not a big deal, just wanted to report it.
Any reason that you start zoomed in? On the first play, it seems like nothing is happening and then when you zoom out you find out you are behind.
I liked that the early ants are protected by the bushes somewhat. The variety of ants and weapons was good.
Great job making a game in 48 hours!
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@munkkeli I did not try that but I wanted to see the cake so tried again. I think you may be right about a bug in WebGL. It looks strange when I do pan up. At the start if you roll the mouse to max zoom you see an area that I thought was the play space.
I could not progress very far I think even with rapidly hitting space I only made it to 1.6. Is that right? I seemed like a good start with the visuals and music.
Nice job making a game in 48 hours!
I enjoyed the game and wanted to play it more. I was one of the people for whom the directions felt backwards. That made it really hard for me to control the character. I skated goofy foot so maybe that is why. I tried spinning the board at the start thinking maybe that would help but no luck. Maybe it could be an option if you work on it more.
It seems most people liked the physics too. For me when going fast and then trying to turn I felt I should be able to cut into the snow and make a sharp fast turn but the model didn't work that way. It seemed to take a while to respond. I think a lot of the physics response is up to preference, playtesting and iteration. Not much time for that in this jam!
Overall I really liked it. I think the 3D modeling was very good for the short timeframe. Impressive that you were able to fit that in. Music would be a nice addition but the sounds worked well.
Great job making a fun game in 48 hours!
@zantze You did a great job! Clap for the goofy skaters. :)
I know how it goes with the pressure of the weekend. You have to make a call when something is good enough and move on. There is not time to sit and tweak to perfection or you could never finish. That is the fun and the pain.
I agree about the dedication to the story being told. I found the dialogue fun as well as the mini games. I like when everything is focused around delivering a specific experience. This game was really committed to living one of life's most pressing questions.
As you had mentioned making poop games isn't necessarily in your usual lane, selecting poop games is not usually in mine. In this case, I am really glad I did. The characters were fun. The graphics and sounds were well done for the time and story. It did create a mood and a sense of urgency.
Great job making a fun experience in 48 hours!
I like the concept here. I had a hard time getting into a flow because I kept getting meteoroided as other mentioned. Knowing where they are would be good agreed but also they come so fast and get you so soon. You don't really settle into the game and play. Maybe having an immediate consequence less than game over would help too.
I also struggled with the controls at first even after reading the instructions but eventually I got there.
Nice job making a game in 48 hours!
I like a good story entry. You could put in a few sounds to add to the storytelling. I only recently started to take on that challenge but I think it makes a big difference. Also, if you put in some additional gameplay elements it might give the player more immersion even if they are simple or don't change the story significantly.
Nice job making a game in 48 hours!
Congrats on your first compo! I like a good story entry. I also like that you considered multiple scenarios and let the player try crazy things if they wanted to. The graphics worked well.
I would challenge you to try to add sounds next time. It really makes a big difference to have at least a little feedback there. I have only recently started trying to do more of it myself.
My other suggestion would be to spend half your time on polish (whatever time you have) in which I would include graphics, sound and improving UI. It is really difficult for me because I always have more I want to build and often want to add more rather than polish. I feel it is a good benchmark for planning though.
Great job making a game solo in 48 hours!
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I had an error when I was using the power supply at the base straight south of start. After starting over, it worked but I was scared to try it. :) Not a big deal just reporting it.
I really enjoyed the game overall! I like turn based games and pixel graphics so it worked for me. Pico games all have a certain feel which I like. The music was nice and though repetitive it added to the feel. The sounds matched well. I think the theme is hard to nail this time in general if taken literally but close enough. I was able to complete it in about 3 attempts (including the crash) and rescued 2 humans. I thought going inside the ship was a good choice.
Great job making a game in 48 hours!
This is a good concept. I like the game overall. Good job keeping the instructions so visible. I think that is helpful in figuring out the game. The graphics and sounds worked well for the game and timeframe.
Great job making a game in 48 hours!
I liked this entry! The graphics and sound added to the game. The idea is fun. I tried multiple times to save the village so I got invested in the story/mood.
I think a retrieval button (that other mentioned) would totally change the game balance but might be fun to try to see how it feels. The strawberries were a good add but I rarely found them to be sufficient to get me back into the action once it was lost. All around it is a good game.
Great job making a fun game in 48 hours!
Nice game! I will try again later to see if other people are online or grab some friends. That would up the fun factor significantly I believe.
Even solo the concept is enjoyable. I think the graphics hit that programmer art / MS Paint aesthetic well. The audio is nice for the timeframe. Customizable characters is a great touch.
Awesome job making a game in 48 hours!
Nice entry! I liked the watercolor look for the beginning and how you set the stage. That was well done.
The music was also good in the context of the setting and for the timeframe.
I like the hand drawn game sprites too but agree with previous commenters about adding a small animation (second frame, jiggle, warp, etc.) and some audio feedback.
For the gameplay, I would like to see it move on to another stage or have it go somewhere (another level, a story conclusion, another mode, etc.). I know how limited the time is for the jam though and think you accomplished a lot.
Great job making a game in 48 hours!
Fun game! I liked the graphics and sounds. It looks like Audio judging is turned off.
Everything felt very polished for the short timeframe.
Great job making a game in 72 hours!
I enjoyed this entry! The story/mood is good. The audio is well done. The humor is there.
Card game could have some more depth than adding and subtracting resources maybe but not saying I could design a better one. :) I think it worked for the timeframe. Each card had a fun concept that aligned to the resources. Overall I think is was well done.
Great job making a game in 48 hours!
earth.PNG Screenshot or it didn't happen.
I like games where your goal is to heal things instead of shoot them. Nice job in that department. I also think the graphics are nice for the timeframe. The main mechanic works from a concept perspective. I think having the hazard warning was a good add. I think showing the E to guide players is also helpful but maybe it could change to an icon of some kind eventually.
My suggestions would be:
1) Improve the difficulty ramp. It seemed to stay very constant. It might have gotten harder but it was not that perceptible.
2) From a story telling standpoint you had a start with saving the earth. You should go someplace with it. Provide reasons the earth is dying (there are so many to choose from).
3) Add some sounds and music to improve the experience and storytelling (I saw you removed the rating). I only recently started pushing myself on this too. I feel it adds so much to the game though. It is easy to add a few beeps at least with ChipTone.
All in all, nice job making a game in 48 hours!
I liked the visuals, audio and mood. The grayscale look worked well in this case. Impressive making all the 3D models in the short timeframe.
Good job making a game in 48 hours!
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Two issues I encountered - from the image I could not read the top line if it was important. Also, the mouse would not stay inside the Unity WebGL window even if I tried to move it minimally to keep it in there (possibly a unity problem). Keyboard controls would also work (sorry if I missed them).
As for the game you did a good job putting it together. The graphics were good enough for the timeframe but the 2D drone did not really fit the rest of the game. I think I escaped but the game just seemed to end after showing me what I believe was a warp. A final message or screen making clear the outcome would be nice.
Good job making a game in 48 hours!
Congratulations on finishing your first game jam! You have the right idea to focus on finishing. It is good to get a feel for what you can accomplish and build up from there.
What you came up with was good. It had all the important elements. Graphics, sound, gameplay, a goal and feedback. I thought it turned out well. I would encourage you to try another jam in the future if you enjoyed it.
Great job making a game in 48 hours!
I love a good story entry. I think telling a story with simple interactions works well for a game jam. I had a little trouble following some of the dialogue and speaker changes but got the gist.
The graphics were sufficient for the purpose.
I only had simple sounds. In the credits it looked like maybe there should have been music and voice.
Great job making a game in 48 hours!
Good attempt for the short timeframe. I wanted to find out more about the story and what happened. I also found it difficult to deal with the jump. Either varying the launch by length of time pressed or allowing mid air correction would make a big difference. It did seem like a force was applied at the apex sometimes which I tried to figure out and leverage. Platforming takes a lots of iterating to nail down and we don't have much time in the jam to do it.
I thought the graphics and sounds were good enough for the jam window. Good job making a game in 48 hours!
@frabather I am glad you did! I had a similar situation in LD48 and was really happy I shipped what I had even though I had limited time that weekend. The community interactions really motivated me to participate again and try to devote more time. It also got me to spend some time between learning new things like audio and music. I hope you will also be back for another jam!
I liked the aesthetic of this game. The wind noise and art style worked for me. I like the concept of collecting wood to stay warm. I enjoy survival crafting games.
I thought maybe I wasn't getting enough feedback about what was happening. After I got the fire going I didn't know what to do but stand in the house. Then I would go outside looking for something to do and the white death would come for me. I see you zoom in when it gets cold but some other way to know your temperature might have helped. Also, some additional activity to perform would give some depth.
The style and mood were the standouts for me. Great job making a game in 48 hours!
I think the graphics were good for the timeframe. The sounds worked well. Having detailed instructions at the start is a smart choice.
I think the background track could be a little longer with a change or two to keep the loop from being as obvious. The volume could go down a notch or two. I agree that the laser should not pass the pillars and the mobs potentially not collide with each other. These are all design choices though so depends what you are going for with the game.
Good job making a game in 48 hours!
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Here are a couple of pictures of the problem being mentioned. I want to make it further in the game but it is difficult with this issue. Some ideas maybe would be to change the window size settings in itch.io->Edit Game. Adjust width and height to see if something comes up more playable. As for Unity UI scaling it is confusing. The one idea I have for you there is to check your UI Canvas->Canvas Scaler Component. Try changing to Scale with Screen Size. Match Width or Height and adjust slider to Height. I put my reference at 960x540 as half of standard HD monitor. This is also what I used in itch.io settings.
That is what worked best for me in WebGL. Your results may vary. I think it is very dependent upon how other things are set up too. If you try itch first you may not have to update your build beyond the submission window so maybe do that first. Good luck!
@caudatecoder Looks so much better now! Glad to hear that suggestion helped!
The game is very well done. I played it quite a few times working out the right balance in order to get to the end. Looking at it from a resource management lens and balancing the various rules, the gameplay was well done.
The graphics and sounds are nice. The mood is set well and I believe it aligns to the theme. As for humor, I think its there but in a sad way because it hits close to the heart. Art imitates life. It is a powerful way to send a message. I think you did that well.
Great job making an impactful game in 48 hours!
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After I figured our how to get to the war, I wanted to see if it was possible to get further so I tried several more times (like some silly dictator would). I like that it ends there from a story telling standpoint. Great job with that! I appreciate the message it sends and your message at the end. I wish for an end to the current crisis.
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I enjoyed this entry! Good resource management game, nice graphics and sounds. It fits the theme well and has a certain mood that all works together. The balance was reasonable.
Some suggestions would be to make the needs more visible. The window over the board isn't ideal. Perhaps a track along the side where they stay. More variety in the residents would also help distinguish them. The background track could have some variation so the looping is less evident.
All around I like it. Great job making a game in 48 hours!
@szym I'd add that your itch site inspired me to up my game and clean mine up. :)
I enjoyed this game. It works well and the graphics are good for the timeframe - okay maybe not the boss but the rest ;)
Sound was good but I think this would be a great area for depth in this type of game. Also, a backing music track would be a great add. I know how limited the time is and I only recently started pushing myself here but feel it adds a lot.
The difficulty (for me at least) was tuned such that it was hard to get a flow going in the normal game. I saw your suggestion for easy mode and it was a good idea to add that feature. I always struggle with where to set the difficulty given the wide range of people. I think giving options in the game works well.
Great job making a game in 48 hours!
How long does she take to get the $?%#! camera? Funny concept here. Not a bad tower defense game.
I think maybe the bar isnt visible when collecting from the sand pile. I had also thought it wasnt working but holding down I did get sand. I had a double wall going.
I thought the graphics were good for the timeframe. Things were executed well enough to get the point across and it worked. All around a nice entry.
Good job making a game in 48 hours!
Crystal Castle Bug.PNG
I ran into this bug a couple of times where the pillar comes up on a double block and you hang up on it. The level ends and you cannot proceed. There is no escape button that I could find other than reload page. Not a big deal but just reporting it.
As far the feedback, the game is a fun concept and I like it overall. The graphics are well done especially for the short time.
The audio is nice but the music loop is short and gets very repetitive. I would say that is expected for the timeframe. Some options may be to turn the volume down to get it more muted or repeat the melody and put in some small variations.
The controls did not appear to be documented but guessing at the standard WASD I got it. Given an isometric camera angle that did not map super well but it worked fine for me.
For the theme, the inevitability seems to be from the fact that you will eventually lose. Let me know if I missed something there.
All in all, I'd say you did an excellent job making a game in 48 hours! Congratulations!
This is a fun concept. Was there any specific idea that inspired it?
It all works well together. The graphics are good. The way the physics respond seems to fit. The sounds enhanced the game. I like that all the other bopes seem to be watching in judgement.
Great job making a game in 48 hours!
I enjoyed this entry. I thought the idea was fun and played it for a little while. I liked that bonuses came up. It made you want to get just 5 more in. Were you able to complete it from start to finish? I was wondering if the balance is there since I was having so much trouble keeping everything up and enough money to feed myself.
I think the graphics and sounds are good. Nice job making a game in 48 hours!
I enjoyed this entry! The graphics were quite nice and fit the game. The music was subtle but had a certain intensity. The levels built up well and had a great variety. It went somewhere and told a story which is impressive for the simplicity of it. I love to see developers using the artform of games to convey a message.
I did think it was strange at first that you could move the trash through the bottom and sides. That was annoying and I started to avoid it. It did add to the ways you could stack and I began to leverage it later so maybe not a bad thing in the end. Design choice.
Great job making a fun game with a message in 48 hours!