Shapeshifting squirt while Lola is on top bugs the game. Squirt flies into space, never to return. D:
Taking Lola and Squirt across the same map areas feels redundant. You could exploit their jump height difference to give them different pathing options independent of one another to eliminate some of this repetitive play.
I'm a fan of Paradox Interactive games, and this touched on a lot of similar aesthetics. (Fantasy, projection, a lot happening in player-head-space, etc...)
I played numerous times, each time altering my approach, not in an effort to win but to explore a different narrative arc. There's a LOT in this tidy little system.
I can't help but love this. We have a similar design philosophy, so I'm a little biased. But shamelessly so.
One bit of actionable criticism: I wish an in-fight was triggered on drag/drop, not consecutive clicks. As thematically appropriate as being able to accidentally trigger an in-fight is, it's frustrating. Cx
You're a design genius. You deliberately craft bounded experiences and allow players to explore themselves through the tools you create.
Excellent graphics for a compo entry. Unfortunately, more time should've been spent on balance.
I want to enjoy the art, but the game is so unforgiving and jump windows are so narrow, that I (literally) couldn't make it over the third box after 10 minutes of play across two play sessions.
I tend to rate games that exhibit good scoping/time budgeting really favorably, especially when the finished product is intuitive and polished. This is an excellent example of that.
Not super ambitious, but the core mechanic is unique. Lots of possibilities for cool iteration. ^-^
Very on-theme. I don't know if a lot of the design decisions that I'm lauding were intentional, but I'm really feeling the vibe of this game.
You give the player the affordance of combat, but make it...prohibitively weak to be of any value, especially after you unlock the ferret.
Giving the player the OPTION to fight, but making it useless might seem pointless, but it has a massive effect on player perception. It did in my case, at least. There was a notable point when I was just, like, "Eh, fighting these guys is pointless". Which helped me fall into this shamnistic role. The music reinforced it as well.
Really impressive systems in place given the time constraints of the ld. :3
Unfortunately, game balance crowds out most interesting choices. Self-directed play reveals a lot of interesting potential, though. Power up stacks creating a temporary boost is cool. Deconstruction perks need to be buffed to make this worthwhile, but it's an interesting choice.
Overall, a bit disparate; the music actually detracts from what would otherwise be a brooding mood. I muted it.
Otherwise, the name, concept, graphics, all play really nice together and make this a solid entry. :D
This a really cool little proof of concept. There's not a lot of interesting dynamic play (yet?), but I can "squint my eyes" (so to speak) and imagine something cool springing from this.
First off, didn't beat it... but there is a LOT here for a compo game. You built a nice little system and had plenty of time to iterate on the actual content, it seems. Good on you.
The one downside I can note is that managing clutter is frustrating. I wish there was an easier way to managing your goop.
At first I found meticulously collecting and organizing my goops engaging, but that charm wore off before my desire to continue seeing game content did.
I agree with the lot saying it's difficult. The game doesn't hand-hold, and I had to die multiple times to figure out the mechanics/what was going on.
This wasn't a bad thing!
The responsive controls and short levels made death not that punishing, which thematically suits the "eternal struggle" mood.
Didn't rate in graphics category because that isn't where the game has merit, but want to honorably mention the moon. It's charming and stylistically consistent.
LD35 — Shapeshift (26)
mmmmimic by Dukio 2016-05-09T17:57:00
I almost made the same mistake. :P (Attempting to practice with a drawing tablet during the compo, I mean.)
Flow by flummox3d 2016-04-27T06:47:00
Just fantastic. All around fantastic.
Loved the wrap-up text. Went to rate 5/5 in humor, but the category isn't open! Sadness. :c
Altruism by calzep 2016-04-23T18:12:00
Cute.
Shapeshifting squirt while Lola is on top bugs the game. Squirt flies into space, never to return. D:
Taking Lola and Squirt across the same map areas feels redundant. You could exploit their jump height difference to give them different pathing options independent of one another to eliminate some of this repetitive play.
Prince Charmless by Pietro Ferrantelli 2016-04-23T02:10:00
A lot here! :D
A bit unforgiving, though. I wasn't able to see all of the content. I agree with josefnpat about progressively introducing mechanics.
PowerShift: The People's Republic of United Democristan by nintendoeats 2016-04-21T14:54:00
I'm a fan of Paradox Interactive games, and this touched on a lot of similar aesthetics. (Fantasy, projection, a lot happening in player-head-space, etc...)
I played numerous times, each time altering my approach, not in an effort to win but to explore a different narrative arc. There's a LOT in this tidy little system.
I can't help but love this. We have a similar design philosophy, so I'm a little biased. But shamelessly so.
One bit of actionable criticism: I wish an in-fight was triggered on drag/drop, not consecutive clicks. As thematically appropriate as being able to accidentally trigger an in-fight is, it's frustrating. Cx
You're a design genius. You deliberately craft bounded experiences and allow players to explore themselves through the tools you create.
I've got mah eye on you.
SUPER HEXAPONG by TreePunchers 2016-04-20T18:33:00
Quite fun. Between the graphics, sounds, and general polish, an excellent overall entry.
One point of criticism, though, is that some of the random events during game play seem somewhat inconsequential.
Shapeshifter on the Run by Vantaug 2016-04-20T18:31:00
Excellent graphics for a compo entry. Unfortunately, more time should've been spent on balance.
I want to enjoy the art, but the game is so unforgiving and jump windows are so narrow, that I (literally) couldn't make it over the third box after 10 minutes of play across two play sessions.
Disquieting Excerpts from My Diary by ViliX64 2016-04-20T18:29:00
Excellent mood. Bonus points for being bold enough to take the theme outside of game-space.
I lost mah pen, though.
CHORUS by Pantelis Petsopoulos 2016-04-20T02:49:00
36768 (hard)! :D
Aftertile by LOSTALLOY 2016-04-20T02:41:00
Found the resting place. :D
As others have said, the sprites are on-point.
Block Shift by Templar3lf 2016-04-20T01:00:00
Another stand-out entry. :D
I tend to rate games that exhibit good scoping/time budgeting really favorably, especially when the finished product is intuitive and polished. This is an excellent example of that.
Not super ambitious, but the core mechanic is unique. Lots of possibilities for cool iteration. ^-^
Good job.
The Skinmancer by derr 2016-04-19T07:12:00
Very on-theme. I don't know if a lot of the design decisions that I'm lauding were intentional, but I'm really feeling the vibe of this game.
You give the player the affordance of combat, but make it...prohibitively weak to be of any value, especially after you unlock the ferret.
Giving the player the OPTION to fight, but making it useless might seem pointless, but it has a massive effect on player perception. It did in my case, at least. There was a notable point when I was just, like, "Eh, fighting these guys is pointless". Which helped me fall into this shamnistic role. The music reinforced it as well.
Very cool. :3
The Core by Syldarion 2016-04-19T06:07:00
Really impressive systems in place given the time constraints of the ld. :3
Unfortunately, game balance crowds out most interesting choices. Self-directed play reveals a lot of interesting potential, though. Power up stacks creating a temporary boost is cool. Deconstruction perks need to be buffed to make this worthwhile, but it's an interesting choice.
Keeping an eye on this. :3
A82-Recon 3038 by Geti 2016-04-19T05:04:00
Absolutely loved this. Not revealing how to identify the shape shifters is such a tease. :D
The Fox Prince by EighthNote 2016-04-19T04:22:00
I'm not sure I agree with Hankenstien. The delay when morphing isn't wholly negative.
It's easy to get frustrated with the delay in changing, but it creates situations where you are punished for not deciding sooner.
Given the simplicity of the game, I think that this is one of the only reasons it was engaging for any length of time. xD
I see where the comment is coming from, but it's one of those "careful what you wish for" situations.
Given you had time to iterate on this, I figure the decision to keep the transformation delay was deliberate. :3
Psychopaths by GammaS 2016-04-19T03:47:00
Overall, a bit disparate; the music actually detracts from what would otherwise be a brooding mood. I muted it.
Otherwise, the name, concept, graphics, all play really nice together and make this a solid entry. :D
This a really cool little proof of concept. There's not a lot of interesting dynamic play (yet?), but I can "squint my eyes" (so to speak) and imagine something cool springing from this.
Great job, guys.
Magic Shape by LeoThurler 2016-04-19T00:39:00
The intense time pressure makes the decision points actually a challenge. Cool little game. :3
Rambling Pillars by Zeriver 2016-04-19T00:32:00
Can't open this. Gives me an error. >>
Transformagician by HuvaaKoodia 2016-04-18T21:29:00
I agree with Dasginger's comment about each enemy "investigating" their respective environmental objects!
There was a surprisingly level of depth to the dynamics. You could tease a lot of out of these mechanics with more time to iterate on level design. :D
Make A Bunny by caelanrp 2016-04-18T21:25:00
First off, didn't beat it... but there is a LOT here for a compo game. You built a nice little system and had plenty of time to iterate on the actual content, it seems. Good on you.
The one downside I can note is that managing clutter is frustrating. I wish there was an easier way to managing your goop.
At first I found meticulously collecting and organizing my goops engaging, but that charm wore off before my desire to continue seeing game content did.
Nonetheless, I loved this. :D
Werectangle by Batzorig 2016-04-18T21:21:00
I agree with the lot saying it's difficult. The game doesn't hand-hold, and I had to die multiple times to figure out the mechanics/what was going on.
This wasn't a bad thing!
The responsive controls and short levels made death not that punishing, which thematically suits the "eternal struggle" mood.
Didn't rate in graphics category because that isn't where the game has merit, but want to honorably mention the moon. It's charming and stylistically consistent.
Drift Shift by Bailman03 2016-04-18T21:21:00
I almost thought this was off theme, but then it hit me. xD
Changeling Infiltration Simulator by ProjectX593 2016-04-18T06:04:00
Superbly polished and great visual style. Love this entry.
Played to completion. :3
ShiftHeroes by Remicy 2016-04-18T05:41:00
Love the time lapse. :D
ShapeGrid by matiasbontempo 2016-04-18T03:47:00
Nice to see someone else in game maker! :D
This is fantastic.
Noticed a bug, though. It didn't detect a lose case when I was against the level edge.
Black Heart by luquio 2016-04-18T03:17:00
I thought I might have a seizure.