Tetromatcher by Alchemic 2018-08-19T08:59:05Z ♥ 0
Interesting take on Tetris.
It felt very hard to set-up interesting combos with the color-match system. I think part of this is just due to the layout of each piece. Each tetromino seems to have one 1 possible color scheme, and half of the pixels are neutral gray which blocks combos. So, even if you can set-up a color combo, it can't be combo'd into a chain that clears all the blocks like the combos in most Match-3, Puyo-Puyo, Puzzle Bobble, and similar combo-based puzzle games games. Also, the tetris inputs was missing a "hard-drop" button.
The audio was nice, but the music was a bit too short.
LD46 — Keep it alive (32)
Elevator Orator by Le Slo 2020-04-26T05:51:11Z ♥ 1
Pretty tough, but it's really cool to see someone make a word game for the jam. I like the minimalist aesthetic, but I kept forgetting which color was which. It might have helped if the letters that you typed changed color to show whether you matched properly or not. It also seemed like long words were a disadvantage because it made it easy for the black bars to catch up with you, but maybe I just didn't understand that mechanic.
The choices of fonts and sounds were good. The music definitely had an elevator music feel. I liked the connection to the theme of keeping a conversation alive. But the gameplay didn't feel that much like a conversation, it's more like you're just talking to yourself. Some kind of AI that gives you words to play off of might have made it feel more conversational. Or maybe it could just be a game about talking to yourself in an elevator!
Very polished overall. You did a great job of pulling the parts together and keeping the theme cohesive.
Cactus Care by west 2020-04-26T05:39:47Z ♥ 2
I've definitely been in that situation, taking care of a cactus in a small apartment. I didn't manage to get very far, the physics were pretty unreliable and the mouse aiming was very sensitive which made it difficult to control. Screenshake at the end was funny. I think some sound effects would have really helped the whole experience, even if it was just some ambient noise and free stock sound effects or sounds made in SFXR.
2 Souls Together by Lestat 2020-04-26T05:32:24Z ♥ 3
The game makes a very strong first impression with the art style. The sketchy materials and monochrome look with red highlights pulled me in. The character designs are very stereotypical: the "Boy" and the "Girl", and of course the Girl has to have a red bow on top just to make sure you know which one is which!
But there wasn't really much to the game besides the look. The gameplay was tedious, just collecting objects as they randomly drop across the map. The map itself just looked like a test map, and didn't seem to have any representation or meaning. The main focus of the game seemed to be the dialog, but it was very repetitive, the same declarations of love followed by "I know". There didn't seem to be any character development, we never learn why the Boy character loves the Girl character, and the Girl character doesn't seem to have any agency of her own, she just stands in the middle of the level forever.
I reached the end after 5 boring minutes, and I feel like the ending is just trolling me. An identical clone of the player appears out of nowhere and apparently the Girl has fallen in love with this new Boy. You can still move around, but there's nothing else to do except hit alt-F4 because the game doesn't have a quit, a menu, or a restart button.
The music was very nice, even if it got repetitive after 5 minutes.
Together by Ulcius 2020-04-26T05:16:33Z ♥ 1
This is an interesting type of game to attempt for a game jam. But after the first cycle, it just felt very uncomfortable. I hated that she was asking to be left alone, but there was not way to actually do that other than closing the game and quitting. The player was forced to start a fight, and speak in a way that felt almost abusive. The hand holding section also felt very uncomfortable, I really didn't like that it felt like you were trying to force her to hold your hand. The gift minigame was also very strange in all three parts, I don't like that it's framing the relationship as a competition. The broken/repaired heart thing was a little strange, and I'm not quite sure what you were trying to communicate with that mechanic.
The conversation in the third cycle was the most interesting, it felt like the first time where there were meaningful choices, to ask questions or communicate your feelings or make requests. I wish that part had more focus, giving the player a chance to apologize, or set boundaries, or just listen to the girlfriend character's needs. At the end screen, it felt like a very unhealthy relationship, so I decided we should each go separate ways. The ending still felt like a let-down, I was hoping for some kind of epilogue.
The art was quite good throughout, and I liked how it changed throughout the game. I think the gameplay for most of the minigames was too long and drawn out. I thought about playing through it again to see other endings and dialog, but I really didn't want to sit through more silence and handholding. The happy/sad music felt a little too obvious. It also started to get repetitive as the game went on. I would have rather had some ambient sound that could change for each minigame/scene. The voice sound effects also sounded a bit strange and got repetitive as the game went on.
Morose by 100th_Coin 2020-04-26T04:49:12Z ♥ 2
The puzzles seemed cool, but I didn't really like the combat. Dynamic music was great, and the graphic style worked really well. I seemed to run into a lot of bugs, and wasn't able to finish the game. I think I accidentally grew a white flower before I unlocked the red flower. So Tilde didn't seem to notice my white flower. Then I created a weird purple bud, but I couldn't plant it and it broke the game. When I tried to plant it, it told me I needed to put it in a special place in Tilde's garden.
I think the seed puzzle aspect wasn't tutorialized very well, but it was definitely pretty cool once I figured out how it worked. The overworld and combat elements just didn't really click with me, unfortunately. I think there's potential for a really cool puzzle game here, though.
Planet Life by NicoDev 2020-04-26T04:19:11Z ♥ 0
The reactions to the wishes I granted were definitely not what I expected! It was fun seeing the silly things that people wish for and the random consequences. I lost the first time, but won the second time. Once I started recognizing repeats, it wash pretty easy (protip: ice cream is bad, organizations are good). Pollution didn't seem like a very big constraint, the hard part was keeping people alive and happy.
The sound was pretty minimal, and the music didn't really hook me especially since it was only on the title screen. I also wish there was a little bit more art. I wanted to see the consequences of my actions somehow, either seeing the earth change or seeing a picture after I granted a wish.
I think the pacing was really good. Ten wishes was the perfect amount. I saw a couple repeats, but not too many, so there was just the right amount of content. A lot of other people made management-style games where you try to keep something alive by making choices and watching meters, but a lot of those other games are too slow or too repetitive. But the choice to make a limit of 10 wishes was really smart and made the game feel like a really nice complete package.
SMT V final Boss leak by sadsmile 2020-04-26T04:00:13Z ♥ 2
Impressive UI. It felt very smooth and easy to use. It's definitely not easy to make a party-driven RPG for a game jam. I liked the animations, models, sounds, and music too. It definitely captured the feel of an SMT game. I think the lighting is a bit rough, makes it pretty hard to see the characters.
The gameplay is pretty straightforward for an RPG. You've got lots of buffs, debuffs, single target heals, aoe heals, etc. It's cool that all of these seem to be pretty fully implemented, functional, and even have particle effects. But in a game jam, I honestly like to see games try to be a bit more experimental. Give me some weird surprising twist, rather than playing it safe with such familiar game mechanics. I don't mind that the battle is incomplete. I never manage to finish big JRPGs anyways lol.
I was hoping that the game would be more creative in the use of the theme. Most RPGs are about keeping your characters alive. It might be more interesting if you had to keep the boss alive, and try to sabotage your damage-dealing character?
Please Feed My Troll by Sanguine 2020-04-24T09:42:00Z ♥ 1
Love the graphics. The troll is great.
The writing had some funny bits, but it started to get repetitive after a while. Maybe because I see too many trolls on the real "twister".
Retort seemed to be the best answer for most situations, but I couldn't really figure out if there was any kind of pattern to the options. I guess I'm no master troll feeder. It would be funny if you could see a few other stats, collecting likes or followers depending on your replies.
Sound effects would have really helped with the humor. I wanted to hear some fun troll grunts, yawns, and angry noises.
Untitled Plant Game by CodSalmon 2020-04-24T09:30:39Z ♥ 0
I got a score of 100 before I decided to stop. Gameplay was fun but very simple and didn't change. It would be more compelling if the game got more difficult over time.
The pixel art was clear and colorful. I wish there was a bit more variety, maybe some different colored worms. It also would have been cool to see the plant grow and eventually flower.
Some sound effects would be exciting. I want to hear a satisfying "SPLAT" when I hit a worm. Some background music would also help set the mood of the game.
Bringing Home the Bacon by RubixNoob13 2020-04-24T09:23:52Z ♥ 2
It's a neat little 1-screen survival game. I survived for about 18 "hours". Doing that for 60 days as mentioned in the instructions seems impossible!
I liked the art, but I think the interface could use some work. I wish that the meters were placed next to the relevant thing: dragon health next to the dragon, pig feed next to the pigs. The text for the resource numbers was also very small. It would be cool if this could be represented visually, with stockpile sprites that could stack up.
I think the story and the instructions were a bit too long. For the story, it might be more interesting if you started the player on a farm without the dragon. You could slowly introduce the dragon and other mechanics as the player progresses. This would also help save time with the instructions. I think a lot of the instruction screen was unnecessary, you already had some warning messages for each of the actions that tell you stuff like "you need corn to feed pigs". The one thing that didn't make much sense to me was clicking on a rock to get water. Using a well or a pump to get water might be more intuitive.
I like how you turned the theme into "keep everything alive" on the farm. The dragon was the focus, but everything else is connected, the dragon can't live without you, your house, the corn, the pigs, the river, the woods.
Station Keeping by invader 2020-04-24T09:06:16Z ♥ 1
I managed to do a few trades, but I wish it was clearer what "Extreme/normal/low" means. I figured that all I needed to do was start making a profit, so I tried to trade 2 Extreme demand chips for 4 Low demand fuel. But no ships seemed to want it. The best trades I managed to make were 3:4 profit ratios, and I wasn't fast enough to keep my station afloat.
I think it's pretty hard to make any kind of trading sim interesting. It eventually just boils down to buy low, sell high. The fun part is usually about predicting the market, but I couldn't detect any trends. It's also usually more fun when there's big swings up and down. It might be easier with a graph of demand over time, and maybe some news stories or a twitter feed that helps you predict demand. "New orbital solar farm under construction" could signal to the player that energy is going to be cheap tomorrow.
Station keeping is a fascinating idea. The name had me expecting something with gravity maneuvers, or asteroid mining. Replacing and trading for resources is an OK mechanic, but it's not something that usually gets me excited. Platforming controls were fine, but it would have been more interesting if there were hazards within the ship.
Sprites were quite nice, and the sound effects were a good touch. I liked the warning sound when resources started to get low. The level of polish and complexity was very impressive. The UI was fairly intuitive after reading the instructions, the resources were all conveniently color coded, and the trade interfaces were very smooth. Really impressive work for a game jam.
Wife Is Life by AncientPears 2020-04-24T07:55:20Z ♥ 2
This is the start of something fun. I like that you decided to make a game about keeping something alive while it's also trying to kill you. The knockback and acceleration helped make it interesting. Nice title screen, too. I think this could really have a creepy-cute vibe, especially if you added some sound effects and background art.
The current version of this is a very basic prototype, but I can see you had some cool ideas and I would be interested in seeing it expanded.
Battery Savior by Cliff Lee CL 2020-04-24T07:48:33Z ♥ 1
Fun little game. I made it to the end. The last two levels were pretty tough. Everything was really polisehd, but I wish there were more levels. It looks like you had some cool mechanics with the destructible blocks, death blocks, and bouncy blocks. I liked how you could control multiple cables on the end screen, that would have been a fun thing to explore in some levels. Using the battery as a timer is a clever way to integrate the theme. But I do think you could have explored it a bit more mechanically so it actually felt like a life bar and not just a timer. It's not super adventurous or avante-garde, but overall, one of the more fun games I've played so far.
The little match girl by yangying 2020-04-24T07:36:13Z ♥ 1
I love the art. Great drawings.
The gameplay was very difficult. I kept dying after the second day. It was really hard to find houses that wanted to buy matches. And sometimes they disappeared before I could get there. It also seemed hard to move around. Sometimes the character would move slowly, or would try to move to the side even when I wasn't pressing buttons.
LD46 - Keep It Alive - ArkaNOT by Necrofear 2020-04-24T07:23:59Z ♥ 2
It's breakout, and it's playable! That's pretty good for your first ever Unity game jam. Colors and speed ups would have been cool. I also think you should try to add sounds. If you need to make sound effects, SFXR and LabChirp are great tools for game jams.
If you wanted to change angle of the collision based on the angle between the ball and the center of the paddle, you can put a script like this onto the paddle gameobject: ``` OnCollisionEnter2d(Collision2d collision) { //calculate the angle of the collision. Vector3 angle = Vector3.Normalize(transform.position - collision.transform.position); //Change the ball's angle, but use its old velocity. collision.rigidbody.velocity = angle * collision.rigidbody.velocity.magnitude; } ```
Help! I'm Broken! by alessia-ip 2020-04-24T07:06:27Z ♥ 1
Cute robots. I successfully repaired it, but at what cost? I wish I could repair all 3. Reminds me of the game Assemble With Care. I think the mouse and keyboard interface is a bit unintuitive. Something that's nice about Assemble With Care is that you play the whole game with a touchscreen. I think the theme isn't really used in the game. Have you ever tried replacing the save battery in a gameboy cartridge? It's tricky because if the cartridge fully loses power it will erase your save data. You can't just remove the battery, you have to hook up a backup power supply first, then replace it. Something like that would be interesting, where you have to work to keep the robot alive while you're also repairing it. Overall, it's a nice little experience. I didn't mind trying to play around with the interface a bit to figure out how to repair it properly.
Empty by ZozeR 2020-04-24T06:53:56Z ♥ 0
Played the version 0.0. I'm guessing this was gonna be some kind of escort mission where you're a bouncing bouncer who tries to defend the cute anime girl? I pushed the girl into the jeep and "won". Obviously not much gameplay, but I kinda liked the art. You should make a game about the anime girl next time!
Keep it @alive by velvetlobster 2020-04-24T06:47:24Z ♥ 0
Cute animations. I liked that you could choose to do whatever you want during the day. Just sit in bed and post on social media. Or put your phone away and go for a walk. There's no reward for getting likes or followers, there's also no reward for exploration. I think it might be interesting if there's a bit more interaction. Maybe you could see a bird or a deer while going for a walk. Or maybe you could get different replies depending on what you posted. But it's nice as just a short little experience to mess around with.
Dinosaur Defender by MarcoPoloDev 2020-04-24T06:38:35Z ♥ 0
I managed to beat it, got a score of 214. It's really tough at the start, but once you build up a decent buffer of dinos you can survive a few meteor hits. The controls were a little hard to figure out, I didn't like that you have to hold down the space bar. I think it would be much easier if you tapped space to grab a meteor, then tapped space again to launch it. The aiming arrows were also a little bit hard to see. I liked the gravity mechanic. Throwing a meteor upwards is fast and easier to hit other meteors. Tossing a meteor sideways made it hard to compensate for gravity, but even if you miss, the meteor would usually loop back around and might hit something else. I was a bit confused by the speed of the meteors. Sometimes it seemed like I would launch a meteor super slow, and other times the meteor would rocket off the screen and take a while to come back. The music was OK, but it didn't really feel like it fit the theme of the game. I'm frantically trying to protect a tiny planet from hundreds of giant meteors, but the music is just a short chill upbeat background loop. Graphics were cute, I liked seeing all the little dinos running around. I wish the meteors felt more impactful, maybe leave a crater on the planet. I think it would also have been nice to see more variety in meteors, they all looked the same except for different sizes. You could have comets, plutoids, alien artifacts, etc. It's a very straightforward interpretation of the theme. I think the fact that you can actually see the dinos made me want to protect them.
Knyttskogen by Jordgubben 2020-04-24T06:29:27Z ♥ 1
I met a friendly penguin, but nobody else seemed interesting in staying. Every time my fire got more than 2 or 3 sparks, it seemed to burn faster than I could put logs on. I saw lots of stuff happening in the text log, but I wish it was a bit easier to actually see the other visitors. Reminded me a bit of Neko Atsume.
POKEDACHI by saltbag 2020-04-24T05:54:50Z ♥ 0
Hey, looks like you only uploaded a .c3p file. Most people won't be able to play your game because they will need to install Construct 3. If possible, can you export your game as an HTML page or a Windows exe? Those two formats will allow most people to play your game.
of_t by taffyko 2020-04-24T05:46:07Z ♥ 1
Love the aesthetic. Super stylish. Obelisks are awesome. At first, I didn't realize that I kept dying because I was shooting too fast. I always ended up getting overwhelmed by a giant cluster of cubes, or the white orb spawns and kills me. My main strategy was just to hold down sprint and mash jump while circling around the obelisk. It worked pretty well, but I felt like I just couldn't shoot fast enough to kill the cubes faster than they spawn. I wish there was maybe 1 additional mechanic, maybe an AOE grenade, a knockback ability, or a melee attack, or even an exploding enemy that could be exploited. I did have a bit of trouble perceiving enemies behind me. A spatial audio system might have helped, or maybe some kind of lighting or particles around the enemies. It also seemed like there was some randomness in the enemy spawns. Sometimes the D20 enemy would spawn quite early and be easy to kill, but sometimes 2 would spawn at the same time, or they would spawn along with a big cluster of cubes. I also never quite managed to understand the cube movement either. It seems like they would sometimes aggro you if you got close enough, but they also sometimes just decided to bounce around super fast so it was really hard to dodge or shoot them. Sounds are good, except for the spatial perception issues I mentioned earlier. I didn't pick up on a strong connection to the theme. The obelisk didn't seem particularly "alive", and I spent most of my time focusing on killing and dodging anyways. Despite the difficulty, the gameplay was still very compelling.
Withered by Cibum 2020-04-24T05:11:00Z ♥ 0
Looks like your itch.io page is broken. Did you forget to make it public?
My inners are ours by AguaHervida 2020-04-24T04:57:04Z ♥ 1
I love the little expressions that the two frogs have. The mechanics were simple but fun. The lack of checkpoints is a bummer. Especially since the level is pretty long and starts very slow. If the level was shorter but much harder, I wouldn't mind it not having checkpoints. I also think just some simple sounds made in SFXR or LabChirp would have gone a long way. I wanted the creepy organ enemy things to make some weird squelchy noises!
Hatchling by Joshua Vaughn 2020-04-24T04:40:41Z ♥ 0
Your download links are missing @joshua-vaughn
Can't Control Cage by Shay Cichocki 2020-04-24T04:39:37Z ♥ 0
Love all the little jokes and Nick Cage (no relation) references in the activities. The pixel art is pretty great, and the background music helps set the mood. I survived through the first day and made $200, but then Nick died from drinking his health away in an attempt to lower his stress. I think some of the time management stuff could be a bit more clear, maybe some kind of day/night clock to visually represent time instead of "Hour 4". Or an energy/sleep mechanic to limit how many things you can do each day. I very quickly started to see the missions repeating, the soundtrack repeating, and the animations looping. It's hard to create a huge variety of events for a game jam, but it helps if you have some kind of filler actions or delays that spread-out the content. I also wish that some of the actions had more visual representations. Instead of buttons for "yoga" and "drink", have a yoga mat and a bottle of whiskey, and some simple animations for slamming back shots and doing downward dog. It would also be cool if Nick left the room while he's on a mission. The overall experience was very short, but the humor was great and it didn't outstay its welcome.
The Tome of the Ccaizhdi by Artur Hawkwing 2020-04-24T03:34:12Z ♥ 3
Cool concept, but a little tedious. "Keep the language alive" is definitely interesting. I wish there was more opportunity to experiment and learn the language through playing rather than by reading the tome. Maybe that druid could have been a little more helpful? I made it to the bloody door but couldn't figure out how to make any more progress. The death conditions seemed too brutal, would have been nice to have an "undo" button. I also ran into some issues with the dictionary. It seems like some of the dictionary pages were too tall for my 1080p screen, so I couldn't read all of the text on some pages. Also, hitting the close button on the dictionary seemed to create a bunch of errors and break the game. error.png
Harpoon Rescue Marines by Mike Cullingham 2020-04-24T03:14:36Z ♥ 2
It's definitely fun to just play around with the physics. Feels like you're holding the leash on a big dog who desperately wants to lick every person who walks by. I like the idea that you're trying to save the monsters while also protecting humans, good use of the theme. I don't really mind the lack of scoring mechanics, but I do wish that the chain grabbing was a little easier. I think it would have been very helpful if there was a circle to highlight the nearest chain, and change the color of the chain that you're currently grabbing. I also wish that the game was a little more fast-paced and frantic, so it had a more chaotic feel.
Dont play this broken by ToxicComputer 2020-04-24T03:03:09Z ♥ 0
@toxiccomputer looks like your itch.io page is still not public. Did you forget to hit "publish" on itch.io?
Rip Off Cloths by N18 2020-04-24T03:00:45Z ♥ 0
I don't see any download links here.
Nurturer (Compo) by Zanthous 2020-04-24T02:59:10Z ♥ 2
It seemed simple at first, but there's a really fun gameplay loop where you're trying to decide when and where to place trees. Background music is really nice and helps set the mood along with the pleasant color scheme. I like that it's a fairly chill game, you're just strategizing about building tree networks and exploring, don't have to worry about enemies. Lots of chill gardening vibes. I'm not sure the plant mechanics worked as well. I planted a bunch of them along my tree paths so I would automatically walk past them as I move around. This seemed to work pretty well, but I couldn't quite figure out if the investment paid off or if I should have just planted a lot more trees. I wonder if I could have cheesed the system by just pacing back and forth on tree paths and waiting for plants to grow energy? I'm just really impressed by how fun the core tree planting mechanics felt. I think you did a really job of creating a sort of gardening/survival game within a short time span.
nurture_end.png
Soaring by Talops 2020-04-24T02:40:12Z ♥ 2
Neat idea, but the flight physics felt very weird and the game seemed impossibly difficult. I played it for about 15 mintues and was never able to collect more than 3 crystals in a single run. Some of the crystals are on top of mountains that seem impossible to reach. The time limit is extremely pushishing, and the one-time-use air streams also make it very difficult to explore the map. The flight physics seem extremely janky. In most flying games (and in real life), turning loses energy, and the optimal path between two points is almost always to fly in a straight line, so you try to fly directly between points while making smooth turns when needed. In this game, you will crash very quickly using that strategy, even if you hit every air boost. Instead, you have to exploit the weird physics. It seemed like if I dove straight down and reached a speed of 30+, I could then swoop back upwards and actually gain energy. This was how I managed to navigate the map and find most of the crystals that aren't placed along the boost path. But the problem is that it takes 5 or 10 seconds to reach 30 speed, and then swoop back up, and there aren't enough stopwatches on the map to keep you alive. Also, while this technique can help you gain altitude, you still lose speed very quickly while flying horizontally, so you have to keep repeating the technique just to stay above the ground. Oh, also the roll keys seemed way too sensitive and hard to control. But it didn't seem like there was much of a reason to roll in the first place, so it's not a big deal. As for the theme, it seems like a bit of an afterthought. I think there was a bit too much text to try and explain the plot. And while playing, the gameplay didn't really give me the feel of "keep it alive". It was more like "don't run out of time". The graphics were fine, it's a cute low-poly style and the island has some decent variety, especially for a game jam. I think some animations on the main character/vehicle could have made it a little more interesting to look at, and some trees or animals on the islands would have helped them feel alive. I wish the UI had a little bit more love. I spent a lot of time staring at the little speed meter in the corner. I wish it looked a bit prettier, and it might have been better to have it bigger. The music and sound effects were great. The music is really the thing that made me keep trying to figure out the game, it really fits the atmosphere perfectly. I think the wind sound effects were also very good: subtle but really makes it feel satisfying to be diving through the islands at high speed.