Tiny Timmy and Big Bill by OmarShehata 2012-04-24T19:12:00
Everything about this game rocks. Great work.
Foon → Ludum Dare Explorer → Users → bwdevel
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Stabalot | compo | 235 | 3.72 | 3.77 | 4.19 | 3.42 | 3.54 | 3.40 | 3.31 | 3.16 | ||
| 2012 | 25 | You are the Villain | Dungeon Overlord: Master of the Queue | compo | 381 | 2.95 | 2.64 | 2.82 | 3.54 | 2.85 | 2.19 | 2.27 | 2.71 | 100 | |
| 2012 | 23 | Tiny World | Tiny World's Lunar CTF | compo | 803 | 2.30 | 2.13 | 2.23 | 2.98 | 3.28 | 2.00 | 1.78 | 2.08 | 71 |
Everything about this game rocks. Great work.
Hey mitkus, I think there's enough here to be worthy finishing. I'll update in more detail once I've had a couple of days of rest.
I couldn't play. Kongregate is just showing endless adds.
Couldn't play due to Silverlight.
Unable to play Win7 64-bit + Java 1.7.
I'd love to rate, but no way am I creating an account... imagine if all 1000+ submitted games took this path.
You should have made it anonymous play with no logins.
Very nice sim.
It took me forever to figure out how to even get to the game from the link provided; you might want to update the post with instructions.
Beyond that, I couldnt' find any controls to save my life (using Firefox); I assume you targeted a specific browser?
There's a nasty bug (at least on Firefox) that causes each replay of the game to be at a faster timescale.
Otherwise it's a neat concept.
OK, this is brilliant.
Great little game. I think it's worth a few weeks of effort to flesh it out.
Great game. Having to deslect sucked, but that was overcome once I learned that ESC would do the delect for you.
Frustrating in a good way.
Great concept. It's a fun game, but i"m not a big fan of the knobs. While some will like the mouse, perhaps some keyboard shortcuts would have been nice to have, pehaps WASD for the left two knobs and arrows for the right two knobs.
But still a great game overall.
I loved this! Maybe because this is the same job that I have....
If anything, you've AT LEAST got a great minigame here. Great job.
Haha! Who knew that one could string together a series of simple game mechanics into such a fun game. Great submission!
This is Athanatos' Game Maker Tower Defense tutorial with nothing more than some added sound, different resolution and different graphics. Everything else looks to be straight from the tutorial. He was a nice enough guy to write the tutorial for anyone to use with only the expectation of being given credit: http://gmc.yoyogames.com/index.php?showtopic=368985
The "Shift+Click" on grey blocks didn't work for me... is thi a bug?
Only works in Chrome, doesn't work correctly in Firefox or IE.
Great Rampage homage.
The engine upgrades on higher level hulls seems to actually show down performce of the ship rather than improve it.
I also noticed the performance degradation over time as well.
Other than that, it's a fun game.
The graphics look great, but as soon as I push a button it crashes for me as well:
Error
Libraries/joystick.lua:47:attempt to index global 'buttonMapping'(a nil value)
Traceback
Libraries/Joystick.lua:47: in function 'joystickpressed'
[C]:in function 'xpcall'
I'd recommend adding keyboard alternatives as well as doing some platform packaging and possibly deploying with the LOVE web player.
As it stands you are asking people to have LOVE installed, and have a gamepad; which is significantly limiting. Even if the game is really only fun with a gamepad, you should offer alternatives for people who don't have one.
This is a great adaptation of Super Crate Box. Great job.
Loved it, like a much better and well built version of my LD25 warmup: http://www.ludumdare.com/compo/ludum-dare-25-warmup/?action=preview&uid=12229
Great job!
I'm not sure this is a legal submission, but innovative to say the least. I can only hope that all jammers see this and realize that even if you don't make it all the way through coding a game, people still want to see your submission.
FYI, doesn't load in Firefox or IE.
I've had a similar idea in my head floating around for a couple of years. I'm glad to see someone implemented it! Fun game.
Passing on rating the game. If it's in your power, please don't target one specific browser. I understand that the browser manufacturers are being proprietary jerks, but it is possible to develop for more than one browser.
Fantastic! I played all the way through.
Things I liked: - good concept - sounds really made the dice feel real - the constant phase rotation gave it a good rythm
Improvements: - the processing button being on the left under the drilling tray seemed counter intuitive - I got tired of clickling and dragging, would be nice to be bale to just click the dice and it auto drop in the next available tray slot - I didn't catch a reason I wouldn't want to put all of my remaining dice into the processing tray at the end; so why must I click-and-drag everything; shouldn't they all just auto-deposit when done with that phase? -some random events/phases/mechanics mid-way through the game would add needed change to the flow of the game to keep things interesting.
Bugs: - didn't find any
I couldn't get the last ~5% to load in the Unity WebGL client, same experience both in Firefox and Chrome.
Things I liked: - good art - great game mechanic - good feel to the interface
Improvements: - The difficulty progress from the 2x2 to the 4x2 map was massive; a 3x3 or 3x2 in between would have really helped with the difficulty curve progression.
Bugs: - didn't encounter any
Things I liked: - music and sound - art style
Improvements: - The game moves so fast (Gravity and movement); I think it might make sense to zoom the game out a bit so that a skilled player can take advantage of the speed of the game - some animation to the assets would be nice; if you want to keep the entities stiff; try just alternating between two drawings of the same asset to give it some movement (think Doctor Katz animation).
Bugs: - you can run off the screen into unknown obstacles; or possibly skip parts of the game that way. Consider ether putting a wall, or let the player wrap-around to the other side.
Things I liked: - in some cases you introduce new tiles/blocks safely so that the player can figure out what they do before the get to them in a win/lose scenario; very "mega man" style of teaching - music is great - sfx fits the game style - I like the gravity on player bullets
Ideas/suggestions: - The tiles aren't visually descriptive as to what they do; - checkpoints after bosses - don't have scenarios where the player survives a move but is stuck in a situation they cannot get out of without suiciding. If the player needs to pass a test, kill them if they fail rather than have them sit in limbo
Bugs: - I had performance issues with the first boss in both Chrome and Firefox.... it was still playable in chrome; Firefox dropped to less than 1 frame per second.
Things I liked: - great art - good sound and music - good implementation of the concept - matches the theme well - good character art - I like how grabbing the pumpkins and throwing them affects the character's physics
Improvements: - it wasn't clear to me that I was taking damage from the wall; perhaps add something to make that more obvious - A scoreboard on the end screen showing your current and best scores
Bugs: - didn't find any
@fullmontis Is it possible I hit an pumpkin that was inside the wall? It happened twice to me in 3 playthroughs.
Things I liked: - The art style is good - The core game loop feels good - overall a fun game!
Improvments: - something that makes the game loop a bit more obvious; I'm not sure what was happening at the end until I read the post - Add some type of growing complexity that encourages people to play over and over (maybe it's a multi-dimensional space-time octopus!) - make he crabs march back and forth on their platforms for added complexity - some swimming sounds for when you charge to eat (and a biting sound when you catch food) - a splash sound when you land in the water at the beginning - swim particles when you boost to eat - splash particles when you land in the water at the beginning
Bugs: - didn't find any
Things I liked: - really great concept, really - good music that fit the game well - liked the blips for rotating pieces and the satisfying screen-shake and thump for placing pieces - the aesthetic progression is quite nice as well - and thanks for putting a high-score board; so many people miss this and it's important for competing with yourself
Improvements: - the only improvements I can think of is a have to do with how to make the game last longer; but I can't help but think a sharp curve around level 100-120 ensures short games that don't get old and have you hitting "play again" in a loop. - perhaps power grids similar in shape to the game pieces (but maybe a bit bigger) on the ground and once you fill them in completely with bricks there's some form of a power-up - this game can easily be made into something for steam if you add head-to-head modes and add the necessary lobby and leadersboards.
Bugs: - didn't observe any
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Things I liked: - sounds are great and perfect for the game - good interpretation of the team - love the paper mario influence - great little puzzler/management game
Improvement: - I got the feeling that the units actually working weren't the full set of "team ready" pool; so better representing who will actually be working in the next shaft would be helpful
Bugs: - didn't notice any
Things I liked - everything! - good music that fits the game - sound effects are all great - the complexity of systems based on the player's actions are awesome - innovative controls that make sense
Improvements: - There's nothing stopping someone from taking a 'spray and pray' method of attack; the torpedos are too plentiful and fire too quickly force the player into calculated attacks; perhaps this is an OK method of play; but maybe put some form of reward system in for tactical playing (e.g. high points for accuracy)
Bugs: - didn't notice any
Things I liked: - good concept - sound and music match the game - controls are good - physics work well - good game loop
Improvements: - some form of shop for powerups would be cool, making the game difficult to progress without the powerups beyond a certain point
Bugs: - didn't find any
Things I liked: - nice progression speed - the scanner is a nice addition to the game type; giving me two jobs rather than just that of decending - the music and sounds were a good match for the game - graphics are all clean and work well together
Improvements: - I assume the movement sound is supposed to be little water jets; if so, the sound is a bit harsh and bassy for that; it should be more of a hum and goes a little to close to being a buzz - a neat dynamic would to be carrying 'specimen container' that fills up as you analize stuff; the more you analyze the heavier you are until it gets to 100% then you send it to the surface with an inflatable automatically which slows you back down again; making the research have a tradeoff to progression - a scoreboard would be nice so that you can compare current run with previous runs
Bugs: - one of the amphibians/eels shoved me into the wall to where I couldn't move and my oxygen tank emptied out.
Things I liked: - This is how to gamejam! A nice simple game mechanic polished well - good music and sound - love the graphical theme - fun play mechanic - glad that you keep a high score; so many who try similar implementations didn't do this
Improvements: - I really can't think of any improvements other than maybe a 'best run ghost' that a player can chase to try and beat their own time and progress.
Bugs: - didn't find any
Things I liked: - interesting concept - I played it a few rounds so there's definitely something here to work with - I really like the upgrade system
Improvements: - some sfx to give more feedback to the user; and grade it's intensity based on how big of a move they made - screen-shake for the really big clicks - scoreboard to measure your most recent run with historic runs
Bugs: - This is how it looks in firefox: Screenshot 2021-04-26 201321.png
Things I liked: - Really elegant, simple game - I loved the challenge of each node only having a degree clamp to the parent, forcing the player think a bit - The end result is a work of art
Improvements: - "Picture" mode that allows players to export screenshots with/without UI to create a keepable snapshot of their art - I nice ambient background music; probably violin, piano, cello, or flute (or a mix) - Could be expanded to a very large game with different ground materials that give the parent tree different types of attributes; different deposits require certain attributes to havest; different biomes have challenges to be passed to be able to grow into - some form of challenge such as root rot that needs to be delt with (could be magical?)
Bugs: - I didn't run into any
tree.png
Things I liked: - I really like the digging vs walking/running mechanic, really nice dynamic - fun puzzles to solve using the dig moving mechanic - short and sweet and well produced
Improvements: - simply more levels; it's a good foundation for a much longer game - maybe put a speedrun scoreboard in so that plays can try to beat their best previous times - you could put in additional materials like snow or gravel that require item pick-ups to dig into them
Bugs: - I didn't run into any
Things I liked: - really neat core mechanic that works well with the theme. I really like the 'catch the elevator' time mechanic - I liked the upgrade system - generally a fun game with a lot of potential for further development
Suggestions/Improvements: - polish the art so that the upgrade menu matches the art style of the game - have a scoreboard for the player to compete with themselves so that they will try to go back and go deeper each time
Bugs: - I didn't encounter any
Things I liked: - The music sets the tone really well for this been an ambient game - simple game loop - fluid movement of the player and the simple controls
Suggestions: - Randomize the item spawn locations for replayability; ideally have more spawn locations than items so that the spawn locations aren't always the same. - A 'fastest time' scoreboard for players to compete with their best times - ad pick-up and turn-in sounds; ideally in the same key as the droning background music; this let's the player contribute to the background music - An end-game condition that gives feedback to the player that they have gotten all of the items; you can implement it in such a way that it's not disruptive to the flow of the game for players who like to continue diving after completion.
Bugs: I found that it's possible to try and swim to shore on the left side and get stuck near the beach, forcing you to refresh the browser and start over.
@vegmuffin The theme is where I got the idea from; the duelist(Dante) is trying to penetrate deeper and deeper into the chest of the enemies (what isn't super clear is is what people are perceiving as armor are actually bits of the enemies armor that you are weaving your rapier into to get to the heart); so stabbing deeper and deeper into enemies.
That missing connection here for not being obvious is definitely my fault as I didn't have enough time to get back around and polish that part of the UI to make it more obvious.
Thanks for playing and rating!
Things I liked: - nice artwork - sfx are fitting to the game - good feel to movement - nice amouont of polish for a jam game
Improvements/suggestions: - the way the camera is handled on collision is quite jarring and disorienting; put in a pan to the new position (can be a fast pan) so that doesn't just snap instantly to the new position - I feel the difficulty should scale faster for better replayability. If the game is easy-going for 5+ minutes before you get back to a challenging level, you'll find players abandoning after one or two plays - a scoreboard of depths would help the player stay engaged by trying to best is best run - putting in an upgrade loop with a steep difficulty curve may make the game way more replayable - have a shatter effect on the obstacles that get dashed through
bugs: - I didn't encounter any
Things I like: - you used Love2d! - clean movement - small story to get the player started - lots of possibilities with the game concept - assuming the mazes are procedural generated, good job
Improvements: - make the intro skip-able - have a scoring system in the procedural generation (perhaps using a*) to make sure each map is traversable in time; I found some maps that just were impossible to traverse in time, even if all I did was go straight for the exit - introduce a cost for going through too many mazes; the player should be forced to balance staying longer for a reward vs progression to next maze; if there is no cost to just going to the next maze as fast as possible so you can get a chance at a lucky layout; players will see no reason to take risks. - needs some sound; ambient background, a soft growing sound as the fire progresses to create tension, item pick-up/mining sound - some visual indicator that a speed potion is active and possible a progress bar of some kind to show when it runs out.
Bugs: - I couldn't restart/exit from the lose game screen
Things I liked: - The whistling stood out right away as a positive; great ambience - The casting mechanic is solid - general sounds are good
Improvements: - (minor item) but perhaps a minimap to show the lakes depth gradient; otherwise you just have to fail several casts just to find this out - variable speed on the asting bar; speed up the progress of the casting bar as you get closer to max; otherwise you end up with being able to reliably cast max casts without any challenge. - a soft ambient background music could add a lot - a weather mechanic that makes the fish behave differently - aggressive fish who try to eat your catches on the way back up (either as a positive or a negative)
Bugs: - only a small once, I had inconsistent response to how [SPACE] works from the trophy menu; sometimes it just closed the menu and started a new round; other times it closed the menu and started the casting mechanic; the the lack of reliablility of response on this one makes using just keyboard not trustworth.
Things I liked: - fun little miner/platformer - I like how the various 'currencies' play into the game; nice 'circle of life' with rock,shove,dynamite - sounds fit the game - I LOVE that the scrolls are powerups, I didn't expect that and we seeing the game might be too simple until I found that - I'm glad there is a scoreboard for deepest delve
Improvements: - make the intro skipable for repeat players - expand the scoreboard concept to include which scrolls you've unlocked (can be a silhouette for those undiscovered so as to only hint and not spoil - also a scoreboard on max num of scrolls discovered in a single run would be fun too - unless you intend it as a surprise; change the color of the slimes based on which AI they use
Bugs: - didn't run into any
Love the name! Will play it later after I get a VM set-up for binaries; but I couldn't wait comment on the name!
Things I liked: - Loved the mood and style of the game - really neat mechanic with the illness - the physics made sense when working properly - really nice art
Improvements/suggestions: - A mellow ambient background music would really improve the mood
Bugs: - I fell a long distance a couple of times and I clipped into the terrain; it failed well though because I could jump out and wasn't completely stuck.
I like the music but I have no idea what to do in this game.
Things I liked: - core game loop has a lot of potential - graphics have a good style to them - the game is fun to play as is, I can imagine it having other machines had you had time during the jam to implement them; you've got a foundation here for a really fun game.
Suggestions/Ideas: - add sounds to give a good feel to player interaction and maybe ambient ship noises to set the mood - Have either visual or audio representation of the reactor even when the layer doesn't have it selected (like you do with the radar/communications system) - I think the way the ship is set up; you intended for other machines to be present, definitely add those to provide some more mini games to juggle
Bugs: - I didn't notice any
Things I liked: - simple physics - color scheme - easy to play - replayability
Improvements: - white-noise static when switching to the analysis screen to match the display static - some simple sounds to give player feedback of their actions - pulling the elastic outside the screen continues to add thrust to the ball; my guess is that makes the experience different on mobile than on desktop/browser - lots of room to all the usual cryptocurrency memes (e.g. "to the moon!")
Bugs: - Didn't find any
Good game; wasn't sure what was going on in the screenshots; but it made a lot of sense in-game. Fun aspects; the puzzles of how the world is glued together requires a bit of memorization; but once you have it down, navigation is natural.
Fun little platformer and I like the wobbliness of the player; it adds a certain amount of stress and difficulty that makes it more fun.
Although it really shouldn't be so hard to kill someone who's respiratory system is saturated with bones.
Things I liked: - great mood (music, sound, colors) - fun game
Improvements: - A progress meter showing how many levels are left in a biome might be useful (or might break your concept here) - I noticed the levels aren't really arranged in difficulty; I went from a very difficult level to a very easy level at one point - a 'golf score' might be a fun component to give as feedback to the player as well as best score and current score for each level - I ragequit somewhere in the 2nd biome so maybe I missed it; but a adding a new mechanic half-way through would be a nice changeup and add some complexity as the player progresses
Bugs: - didn't find any
Great game!
Things I liked: - ambient music - frustratingly difficult at times but fair (the right mix) - fun physics mechanic to try and master; almost an upside down flappy bird at times
Improvements: - It took me a few refreshes to restart each game until I found the enter key restarts the game. "Press Enter to Try again" would be good to add to the death text - Some diving/water sounds would be a nice addition - It feels like the cost of skipping a pick-up almost always results in death; perhaps increase the pick-up frequency by about 20% so that skipping a few doesn't guarantee a short run - a scoreboard of history of dive times and depths would be nice
Bugs: - didn't see any
Things I liked: - really well put together game; polished and complete - fun game loop - music and sound - upgrade shop - the 'best run' marker on the way down kept me engaged to keep going deeper
Improvements: - create an end-game system - for certain items, like the secret item, maybe have the bombs move on the way back up for more difficulty
Bugs: - I grabbed the secret reward in two different runs but that didn't seem to change anything in the game nor trigger any 'you win' state.
Things I like: - This is a really fun management/puzzler game, I like it a lot - great graphics for the game - metal! - sounds fit the actions well - the environment impact from snipping an elevator is satisfying
Improvements: - a scoreboard for seeing your best runs would be nice - I guess it would change the mechanics of the game a bit (maybe in a worse direction) but would be cool if the passengers try to get as close as they can to the destination and not necessarily require a complete path.
Bugs: - didn't find any
No way to play the game; just an info page.
Things I liked: - cool interface, cool concept.
Improvements: - mouse wheel should scroll the text much faster - "next"/"previous" news should scroll the new doc to the top
Bugs: - you actually typed "Deep" in a few spots where you wanted to type "Depp" - not sure if it's a bug, but after looking at the 3 icons; I didn't see any way to progress in the game.
Things I liked: - The style of game was very popular this time; but it makes sense and I really like that you added so much more depth to the game in order to make it it's on - terrain deformation - upgrade system - "mile markers" - several different upgrades to chose from so the players can chose the upgrade path that gives them the best chance - sfx
Improvements: - it would be cool to have red 'mile markets' for previous runs as well as a scoreboard so you can be constantly competing with your previous runs. - display the amount of money 'banked' from previous runs; I found myself trying several times during runs to remember what my current balance was as I tried to get further and further.
Bugs: - probably not a bug; but shooting a missle that goes past the bottom of the screen just deletes it. - no other bugs notices
Things I liked: - great music - great theme - great game concept - really interesting story
Improvements: - this art style is screaming for fluid and wispy animation - maybe it breaks the spirit of the game; but some form of progression with the characters to tell you how much there is to find out about that person in dives - I didn't need to dash mechanic at all, but adding to much complexity to the game to need it also takes you away from following the story - some way to review the longer memories; the scroll pretty fast to be able to be read with high comprehnsion... maybe leave the memory in the dialog window after syncing and have the player to confirm exiting the dive once they finish reading.
Bugs: - I didn't find any
I couldn't figure what to do here. Spent a few minutes mashing buttons but couldn't figure out how to cut/drag the platform as mentioned in the instructions.
No idea what button this screen is asking to to push: Screenshot 2021-04-26 143236.png
Things I liked: - great simple graphics and art style - the game is highly replayable - adheres to the theme
Improvements/Suggestions: - have a scoreboard so players are encouraged to compete with themselves through replay - add some sounds to give the impacts and powerups more feel - an arrow pointing to where you are when you bounce offscreen and how far away you are (meters, pixels, whatever) - a simple droning background music would add to the feel of the gam
Bugs: - I didn't find any
Things I liked: - I love the idea of this as a scroller and the way you've used the browser here; very nice - I guess you did proper object handling as I didn't notice any lag with the game even with the number of entities/objects being tracked
Improvements: - left and right movement if possible (but not so much that it makes the game too easy; perhaps limited number of moves) - an ambient changing sound to match the depth of the game and prove progressional tension, or a drilling sound while moving - increase enemy density as you descend (maybe it's there and just subtle) - the contrast between enemies and background is impossible to play at the crossover point; perhaps give he player a 'shock' powerup that makes enemies stand out somehow?
Bugs: - You can can face-roll the game by just holding down and the movement speed will allow you to skip through most enemies; so some basic raycasting is needed here to avoid this
Things I liked: - great art - great sound and music - I liked that the play clips behind the walls just a bit to provide a good sense of depth to the scene - I really like being able to strategically spend oxygen to form a defense bubble - I like the light gradient as you go deeper - change in mobs as you go deeper
Improvements: - I can't think of anything, this feels really complete and polished. Great job.
Bugs: - didn't find any
Things I liked: - I like that the different imps actually look different rather than the same assets - great graphics - good music and great sound effects - interesting core game mechanic - really polished game
Improvements: - perhaps some tool-tips to point out the parts of the game; I killed 30 imps before I know I was supposed to be turning the crank, and even then that was only after 10 seconds of chanting on the other side of the shaft - It may be the look you are going for; but the parallaxing can be dizzying; it makes me feel like we are spinning in side of a torus rather than descending in a pit; if you want a classio pit descent feel; then the background should be scrolling slower than the walls.
Bugs: - I didn't find any
Things I liked: - great mood - love that there are multiple endings - fun little puzzler - the music is fitting as others have said
Improvements: - The border (light blue) didn't contrast much with the white border of itch.io; so I didn't distingush what was going on at first until I learned to look for the blue wall... maybe wrap your entire play area with a single or double-pixel border of it's own so that it doesn't matter where the game is hosted or what the background of the page is, you can still see the room borders. - I found myself being a bit impatient to having to wait for the hidden path animation sequency for easy paths; if it's 2 blocks, I don't really need to see the whole sequence; would be nice to be able to acknowledge and continue somehow rather than wait for the animation to play out. - some soft footstep noises and stairs noises would add to the mood.
Bugs: - didn't find any
This is the kind of weirdness that makes me love LudumDare
I was disappointed that there's no real game here; just a graphics simulation. There is a good foundation to work with here though.
Things I liked: - great theme - great music tool to use for jams; good music - sfx fight in well - great art - fun game mechnic - very well polished final product
Improvements: - maybe add in a built in timer for people wanting to speed run? - Add a new block that adds new dynamics to levels; perhaps one that behaves differently based on what type of block it's on?
Bugs: - Didn't find any
Screenshot 2021-04-26 223744.png
I see you already noticed webGL not working; deffinitely didn't work for me, tried it in Firefox and Chrome both; just get a blue screen with background music. Hope this is helpful.
Things I liked: - a really enjoyable runner/shooter - great graphics - great sound - fun to replay
Improvements: - a scoreboard that keeps track of your best scores(highest score, highest phase) so you can compete with yourself - perhaps some powerups to modify the experience occassionally
Bugs: - not really a bug; but a game that encourages you to be at the far top of the screen results in a lot of deaths because you clicked in the browser address bar |D
Screenshot 2021-04-26 214655.png
Things I liked: - great atmosphere - love the voice synth - good story to start - graphics really fit the tone of the game - story/cutscene
Improvements: - a way to skip the intro for 2nd play-through (maybe it's there but it wasn't obvious to me) - I had no sense of movement if a wall wasn't near - it wasn't exactly clear what my goal was other than going to way-points (I went to 3 before giving up) - there's nothing wrong with an ambient slow game, but there needs to be a bit more reward in the beginning to get the player to invest; I found myself wandering around a bit but really had no idea what the game was about other than following way-points - weapon collision with the rock would give meaningful feedback to the player - some form of sense of movement when there's no terrain on screen (bubbles/turbulence from propulsion); otherwise I had no idea if I was moving. - perhaps I didn't make it far enough, but the spotlight should also have a purpose like finding hidden items etc.
Bugs: - didn't notice any
Things I liked: - I love the concept of sacrificing earth to get resources to build, there's a lot to do with this concept - web game
Improvements: - sound - music - bigger fonts for readability
Bugs: - mouse clicks are mishandled somehow and towers were just being dropped in random locations along my mouse's path rather than in the spot I wanted them
Things I liked: - nice art style - changes in hue as you progress - power-ups and obstacles - indicators of what is coming turns it into a fun twitchy game rather than usual dropper
Improvements: - it's pretty eash to 'cheese' your way to the end because objects always spawn in the same 3 spots. You could either randomize this or have two types of spawners, either 3 or 2, and they are interlaced on the x axis so that player is forced to move if they want to reach the end. - you could also have the cloud and negative obstacles impact the x velocity of the player to make it more of a ragdoll effect.
Bugs: - didn't notice any.
Things I liked: - Good concept, even though it is a common interpretation of the theme - I like the progression of the game; any game with a shop already is a friend of mine - lots of things to hit and avoid
Improvements: - I was able to face-roll a play-through and get maxed out by just repeatedly starting a new game and pushing down (could be fixed by exponential gains and costs so that early game earnings can't get you very far) - bubbles/animations/dynamic lighting on the shop to make it more alive - a 'last depth/deepest depth' display on the buy screen so you know how far you've made it in the past - a gradient on the water as you get deeper to create a sense of depth as you progress - changing/more rare obstacles as you get deeper for a sense of progression - some ambient diving sounds - muffled sounds from hitting soft obstacles - deep thump sounds for hitting harder stuff like sharks - slow/soft/simple ambient music
Bugs: - didn't observe any
Things I liked: - I like the simple limited palette art style - fun core mechanic of the game - Game matches the theme well - HTML5 making the game more accessible to more players
Suggestions/ideas: - would be great if you continue development to put in procedural generation for the levels for replayability (or at least a town portal type ability so that you don't have to swim back through conquered waters so much)
Bugs: - I played through not knowing I could go back for upgrades because the first few times I tried to jump out of water it didn't work; so I missed the core mechanic of the game there - The spears will collide with blocks behind you; making shooting with a block at your back difficult at times
Things I liked: - RTS! - interesting art style - bugs feel like they are realy swarming; good sense of danger
Improvements: - as others have said, the music is too loud; should be a mute available or a volume available - more color contrast between the units and the background would be nice
Bugs: - I found myself often not being able to build buildings even in the builder circle; and also could not 'drop' a selected building in many cases.
Things I liked: - great art - good game concept (I love swarm mechanics) - great sound and music - great humor in the intro
Improvements: - combat with rival flies? they could be gatekeepers of sorts; and as reward to the risk; they drop eggs - a scoreboard to compete with your previous playthoughs - maybe an MVP screen for end-game to highly the fly with the the biggest acheivement in a given game (mainly just some fun flavor to the game)
Bugs: - hehe, bugs... seriously though, where's my $1,000,000?!
Screenshot 2021-04-26 230156.png
Always happy to see pico8 entries. Very clear interface for the game, good job. I'll play through a few more times for sure.
Things I liked: - I always like to see RTS's in game jams - I liked the different types of enemies rather than a single enemy - WebGL makes the game more accessible
Improvements/suggestions: - sounds would help communicate more what is going on - a minimap would help in finding your units that decide to constantly charge into battle - having miners auto-attack seems counter intuitive, would make more since that they continue mining unless specifically told to attack - group select/grouping would be a big help
Bugs: - You cannot play webgl without going fullscreen -
Things I liked: - really satisfying mechanics - good music for the theme of the game - nice visuals
Improvements: - Make a simple upgrade loop where the bricks get hard and hard to smash as to you go and smash time is limited by some form a fuel source; smashed bricks generate currency that is spent on upgrades that allow you to go deeper. There's a foundation of something really fun here.
Bugs: - Within a few seconds of play; the bricks and player went away and all I had was the background but I could continue to smash bricks
Your code history shows several of the files were written well before the jam, weeks even.
Good job on the game.
Things I liked: - the game feels mostly complete - the mini games are fun even if they don't make absolutely sense to be in the water for a diver to hit (maybe it needs a story) - being able to swim forward and backward rather than it just being left<>right only
Improvements: - I wasn't sure what the pick-5 puzzle was the first time around; maybe a just a bit of improvement on the text to make it obvious (I could also just be sleep) - maybe a bit of bubbling and scuba sounds from the diver - gradient the water as you go down (maybe you do this and I just didn't get that far) - make the mini games a bit more rare so they feel like a reward - the music is complete but somehow doesn't seem to fit the game quite right - perhaps change the dive speed based on verticle position; this could be used to provide some risk/reward balance for swimming at the top or bottom (top means you go slower and have less oxygen with the tradeoff of being safer from obstacles, while swimming ahead means deeper dives for twitchy players and maybe a reward multiplier for items picked up deeper down)
Bugs: - sometimes items spawn inside the rock outcroppings (an easy fix if you don't want to search the spaw could possibly have rocks 'pick up' or collide with the items and despawn them before they are show to the player) - fish continue to move during mini games making it possible for them to hit players while the player can't move (if this is a design choice maybe some changes to make this make sense rather than feel like a bug)
The only bug I found was that items sometime
Things I liked: - Pico-8! (saw your posts on twitter during the jam and was looking forward to playing this) - '3d' in a 2D engine is always win - good humor - good game concept - the scoreboard is exactly what is needed for dropper games; how can I compete with myself otherwise! Glad you added one. - I like the sound effects that you managed to use
Improvements: - have fun with pico-8's tracker and find a groovy tune for that dive - try the pico-8 alternate palette; it's got a lot more earth tones and might match the theme of the game even more
Bugs: - didn't find any