The Cult by mmason 2018-12-07T02:45:18Z ♥ 1
I dig your art style. Music is nice, moody but not overbearing. Nice to see some polished platforming physics, but I feel like it's a little too slippery for such tight platforming.
Playing on the web version, I killed myself when switching tabs here and there (Ctrl + Tab, but Ctrl kills yourself).
Wall jumping mechanic is kind of different. Instead of using it to get places after you leap off to a distant wall, it's more like something you use to gain more height right at the start of your jump. It actually kind of makes more sense; you size up your jump and kick off the walls to make it happen, and once you get a certain amount of gravity or velocity, there isn't much you can do to stop it. It makes you think more about how to approach your 8bit platformer parkour. But I still kind of prefer wall jumping in a more traditional sense because it's just...more flexible and fun, I guess.
I feel like using torches and lamps as background art, then using similar-looking campfires as instant death is kind of deceptive hah. I kept walking into campfires accidentally because I forget they're not background art like the rest.
I don't really understand the point of the game. Maybe I didn't get far enough. Still, the mood, atmosphere, and dialog were very entertaining and interesting to me. You built an intriguing world in such a short duration.
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*NPC: "careful, fire can get pretty hot"*
*me: "you don't fuckin say...oops I touched the fire"*
LD46 — Keep it alive (3)
Keep Vlad Alive by zimny11 2020-04-20T02:44:02Z ♥ 1
EDIT
OK I figured out from other comments how to play it (I also thought you meant right-click in Story mode, and also did not realize I could click the bean bag).
A tutorial would have been nice. If you don't have time to put one in the game, it'd help a lot to at least put up some instructions here or on the itch page.
Interesting mix of mechanics with the way the different plants have to be organized. A solid little farming simulator. Music got pretty repetitive, but fit the mood.
Wisp by Squeg Inc. 2020-04-20T02:39:38Z ♥ 1
I liked the art - pretty and stylish. Some more 'oomph' when guns are fired and when bullets strike enemies would make it a lot more satisfying to play (barrel flashes, 'splashes' of wispy matter when bullets pass through enemies, stuff like that). I like the way enemies kind of 'lose matter' as they take damage. I like the enemy spawning in effect, too.
Gameplay was interestingly tight. A bit bare, but the way it's balanced does a lot with a simple setup. I feel like it's almost bad to pick up the power-ups that make you shoot faster, because you end up getting swarmed by enemies, and you die really fast (a couple of those explosive guys spawning on you is almost enough to kill you!) It might even be easier to get a high score if you ignore them as long as possible.
The music is nice (although the volume slider doesn't appear to work?) Some sound effects for shooting and enemies blowing up would've added a lot.
This is an impressive game to be made in 2 days, though. Nicely done!
Kill the undead - keep her alive (for as long as you can) by Gaspar Laprida 2020-04-20T02:23:07Z ♥ 1
Solid if a bit bare. It's satisfying to shoot the zombies. I like how you have to constantly be on your toes about the best time to reload.
But the mouse movement is pretty clunky and unnatural. I would've liked it better if you just used WASD or the arrow keys to scroll the camera. It would probably be really easy if it was like that though. I kind of get it if you were trying to make the mouse movement finicky to sort of 'simulate the nerves', but since it's the main mechanic, it'd be nice if it was a bit...nicer?
The shooting noise sounds more like popping some bubble wrap. I feel like it could use a bit more of a kick to it.
All in all, not bad at all for such a short time span!