Dome Romantik by Rongo Matane 2023-08-26T20:53:42Z ♥ 0
Hi! Congratulations again for making this a full game on Steam. We talked today at Gamescom. Thanks again for the plushie. Looking forward to playing Dome Keeper when we get back home.
All the best!
LD50 — Delay the inevitable (19)
B-Game by squaxcom 2022-04-13T20:41:35Z ♥ 1
You absolutely nailed the graphics, the game really stands out in that regard. It's funny and has a lot of character. Everything is so wacky and frantic, very well done. From a technical side, this is just a pet-peeve of mine, but I'm not really into mixed resolution pixel art. It takes a lot of the charm out of the game for me personally when the resolutions clash. Of course, having pixel-perfect art means that scale effects often don't look that great, but it might be worth a shot to try what the game would look like on a fixed grid. I think if you do make a mixed-pixel art game it is necessary to make sure that it still mostly feels like a single resolution. It's a bit of a shame because the graphics are really front and center and a core part of the whole experience.
Another minor annoyance was that the cursor was so small. A custom pixel art cursor would have been great, because I had some trouble hitting the start banner every time a stage was completed.
Cool to see 1BitDragon to be put to good use. I just discovered it myself when I saw someone else talk about it on the main page. I have played around with it a bit and like it. Seems it aid you well in writing nice music for your game.
Gameplay-wise it took me a bit to understand that I should follow the owl and avoid the rainclouds, but then it was pretty smooth sailing until I forgot about the owl again and started off in the wrong direction which spelled my immediate doom.
Again, you made one of the best-looking games I have played so far with a lot of charm. I think it could have used a little more depth to the gameplay itself, but what you did offer looks and plays great. Definitely a memorable entry among the ones I have played so far. Great job!
ZEZ by tengusheath 2022-04-13T20:13:49Z ♥ 0
This was my second attempt after I discovered the dash and I don't think I can go much higher:
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Nice game. A tried and true action formula executed well. I liked the graphics and particularly the range indicators that gave a hint about areas with higher enemy density. I think that played an important role in the game and avoided people getting stuck in places where there are no enemies to defeat.
A minor graphical thing: I found it a bit weird and immersion-breaking to allow rotating the slash graphic after it was executed. I think a slash is something that happens in the moment and should be left behind, not move with the player.
Some thoughts about game feel since this is a very action oriented game: I like how you added screenshake, although I think it could have benefitted from a little bit more fine-tuning. I can't put my finger on it, but it felt slightly off. Maybe it would have helped to have directional shake that pushed the camera away from the enemy for a few frames?
I think the audio effects could also have been a little bit crunchier. The single point of interaction of the player with the game world is hitting an enemy, so I think this moment deserves a little bit more care to make it as impactful as possible (without going overboard on the special effects)
Anyway, you might know this video, but I like to post it under games that are action oriented and could use a little bit more juice. It helped me a lot when I first discovered it and I think you can find a few things that make your game even more impactful
https://www.youtube.com/watch?v=AJdEqssNZ-U
Nice game, I had fun.
Isn't-Land by Villfuk02 2022-04-13T19:57:49Z ♥ 1
That is a charming game. Weirdly enough I got to 73 years on my first try by just messing around and then on my second run when I thought I had the mechanics figured out, I wasn't able to exceed that score. I built some factories to afford some air scrubbers, but it's probably realistic that this is a stupid idea because I guess the factories pollute a lot and counteract the scrubbers' effects.
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I wish there was some music, or at least some ambient sound effects. Gusts of wind fit nicely to an island theme, so that could have added even more to the atmosphere that you set up nicely with the graphics.
Building a strategy game in 48 hours is no small feat, and I would probably have died trying to figure out a proper balance to all the mechanics.
That being said, I think a complex game deserves a good introduction. You tried to fit everything into a single screen, which felt very crowded in the beginning and I didn't want to go through all the buildings to get what all the resources do. I understand that a tutorial is probably out of the question in a game jam, but for complex games I always recommend an infographic using the assets your game already has, with some arrows to indicate dependencies and *as little text as barely possible* to keep things accessible. In this case, multiple infographics would probably have been necessary because there are just sooo many building types and interdependencies.
All in all a commendable effort and a fun game, nice job!
Icebreak by tylerstraub 2022-04-13T19:34:05Z ♥ 1
I like the graphics, they are very clean and create a coherent feel to the game. They are primarily what made me interested in playing.
I wasn't spectacularly good but I found out that enemies would freeze if I broke the ice in a complete row if the enemies were on the other side. This helped me crowd control a little because only half of the new enemies would be relevant for me. On the downside I lost a lot of space to move, but that was a good tradeoff because it turned out that I wasn't really good at strategizing what I could do in order to get rid of the monsters. The bishops were somewhat manageable because I could try and move straight towards them and then push them into a hole or off the map.
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Some bits where I see improvement potential: I thought it would have been nice if I could have moved without having to wait for the next monster to finish falling. I assume you did not want to break the game's turn system, but I maybe you could have delayed the monster's first move by one turn, which would have allowed the player to move during the drop. Might not have solved the problem but mitigated it. To me, that micro-pause was enough to break the flow a bit.
Then again, I should probably have thought more about my move instead of playing intuitively. Maybe having move indicators for the monsters would have helped me get into a more strategic mindset. Even if you didn't want to show the exact next move, I think adding some arrows that indicate all the different ways a monster could move, including what that meant for you, might have made the game a bit more predictable and strategic. The way it is, invited me to just move around willy-nilly I was often surprised when a monster killed me.
A shame you didn't add some music, that would have been a nice addition to the atmosphere. And if composition is not your thing, then maybe some audio generator ambient noises like wind would have fit the atmosphere of the game.
One minor quirk that I sometimes see with games published on itch: It is always recommendable to put just a single executable in your zip file, because otherwise the game cannot be downloaded via the itch client. I use the client a lot and often just drop games that don't download properly. Yours looked interesting enough to warrant the manual download. I get that it would be a decision between supporting the itch client or having multiple resolution exes in one directoy, but I wanted to mention that this was a thing.
Overall a nice entry, I had fun playing it.
[HTML5/WebGL] Be the Inevitable by leorid 2022-04-11T21:04:54Z ♥ 1
Nice and fun top down shooter.
First of all, the music was very impressive. It added a lot to the pacing of the game and gave it a sense of urgency. But since you did not want to be rated on it, was that an external composition? Would have been very impressive if it was yours.
A few thoughts about potential for improvement
You already thought about a few things to add some game feel, like the push-back on the assault rifle, but I think an action-focused game like this can use a lot more juice. In these situations I like to recommend this talk by Jan Willem Nijman of Vlambeer, it was an eye opener for me in terms of what to do to make a game feel impactful:
https://www.youtube.com/watch?v=AJdEqssNZ-U
Some specific things:
* Wall gliding could be improved so that the player does not slow down when moving along walls * Guns should not shoot much further than the camera visibilty. I was able to cheese myself through the third level without being hit a single time because I could just spray the enemies from off screen with the assault rifle * The camera should move towards the direction the player is facing or walking so that forward visibility is improved. I already know what's behind me, but I would like to see what's coming up so that the enemies do not jump me. It would be different in a horror game, but this is a classic shooter, so visibility should probably be a bit better. * Having to collect the gun right at the beginning of each level was a bit weird, especially after the intro guy handing over the first gun was an important event within the game. This broke continuity a bit. * I found the theme to be a bit underemployed. I understand that we are the inevitable and I liked that twist, but I didn't feel I did a lot to delay it, quite the opposite.
All in all it was an enjoyable game and I would encourage you to try juicing the crap out of it post jam just to see how far you can take it and see how that feels.
Good job!
Casually Comitting Tax Evasion by Frizuo 2022-04-11T20:41:31Z ♥ 1
Congratulations on your first game jam. It's quite a challenge to make a first game with limited time and handing in something complete with music and everything. Great job!
The graphics were nice and reminded me of games of my childhood. I think the whole game including the premise felt very C64-ish, games like Oil Imperium come to mind. The music was interesting, it sounded a bit like a nod to The Godfather theme, was this intended?
I can't say all that much about the gameplay because to be honest, I found it a bit hard to grasp, but I would like to comment a little bit about accessibility.
The more complex a game's mechanics are, the more important it is to deliver an accessible explanation of those mechanics to ease the player into the game.
In this case, the introduction is done via a "wall of text", which can cause players to lose interest because they want to play instead of reading a manual, especially in a game jam.
For a game with complex rules, this can generally be achieved by different means:
* Introducing different parts of the game level by level * A tutorial (interactive manual) * An infographic that visually explains what to do and how to do it.
The third option is most suited for a game jam since it only requires a single image that is mostly made up of sprites you already have. The other two take more time to set up. And if you present the player with text, make sure to deliver is in digestible chunks.
When it comes to keyboard input, it is often advisable to pick keys that are next to each other. I think you used q, t and p for centering the corresponding letters, which is a good mnemonic, but players who want to use this feature more often would struggle accessing the keys fast because they are quite a bit spaced out.
Sometimes the simpler mechanic is the better one even though I imagine it is tempting to play around with all the features a game engine has to offer (and I fall into this trap quite often). So maybe instead of using "floaty" letters that run the danger of drifting off screen, it would have been a better choice to use normal objects that stay in place, which could have made the three centering keys obsolete which would have simplified the game's control scheme and helped the player focus more on the actual mechanics of how to avoid taxes.
Overall I think you realized a fresh concept and created something new. That in and of itself is very impressive, especially for a first entry. My criticism is mostly about the tools of the trade: What mechanics can I use to realize my idea in a way that makes the game fun to interact with? How can I make the player understand the game in an enjoyable manner? These things grow over time with each game you make. What is more important is to come up with clever ideas to create games that stand out among the crowd and I think you are on the right track there.
Nice one, keep up the great work!
Warming up! by notnasiul 2022-04-11T20:08:09Z ♥ 1
Cute litte game. Classic PICO-8 charm, I enjoyed my two rounds, even though I think it did not record my high scores properly.
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My score is nothing compared to @conradoclark but I still thought I'd share. I had fun.
A Drag on Chaos by pkenney 2022-04-11T19:58:28Z ♥ 1
I was only able to achieve Double Center and I think I must have sunk half an hour in your game. I liked how unconvential it was and how it started as a simple physics demo until I realized that there are numbers that appear in certain situations, which awoke my curiosity and made me want to figure out where this was going. By the time I had the first achievement I was hooked and wanted to get all of them.
Unfortunately I really had some trouble with the mouse, which caused me a lot of the hits I had aimed for. I have never really tried making a physics based game, so I am fairly ignorant about the difficulties in giving objects a proper weight, so I would assume that a more responsive mouse would have created too much of an impact on the pendulum which would have made the game much too easy, but if I had to change one thing in this game it would be the mouse speed.
The music was very fitting and I was impressed how much of it there was. Minimalist music for minimalist visuals are a great fit. It got me into a relaxed mood.
Speaking of which, the atmosphere was very smooth. The simple shapes and meditative music made this a very soothing experience.
Pass The Torch by Dan Smith 2022-04-07T20:55:53Z ♥ 3
Going into this LD, I couldn't bring myself to tell a story around the theme because it was way too depressing. Glad to see you leaned into it like that and produced something remarkably beautiful. The atmosphere and graphics are amazing and the music fits the atmosphere very well. For me it was one of the most beautiful games I have seen so far. A haunting experience.
As much as I loved the experience, I felt as a game it was a little lacking, and I couldn't figure out how to play it well, even though I really tried to get a grasp on it. So maybe there were some hidden mechanics I did not understand, but even though I tried multiple runs, I couldn't get to round 4, but getting to round 3 was fairly simple. So there was not really a difficulty ramp between the outcomes.
So what I thought happened was that I started out with three adults, one of which carried a baby. So the first day was pretty easy and everyone survived. In round two, the baby turned into a kid and there was a new baby. During the round, based on chance, one of the adults grew old before reaching the hut and had to be left behind, but the other survived. So round 2 was doable, but only if I sacrificed the kid, who was too slow to reach the hut. So when round 3 started, I only had one adult and a second kid because the baby grew up. But in order to survive that round, I had to sacrifice the kid, so round 4 would have been the last one, but I couldn't reach it because the adult turned into an elderly and did not make it. So the crucial point was that I could keep my lineage alive if the kid survived round 2, which I never accomplished, or to barely drag myself across the finish line in round 3, but that did not happen either. Maybe there is a way to get to round 4 with enough luck, as I saw there are some RNG elements to the game, but that did not happen to me.
Going into gameplay, I was wondering what the torch passing mechanic was supposed to do. From what I could see, there was no advantage or disadvantage in passing the torch. Handing it backwards would not change anything about the progress because the receiver would have to catch up to the former carrier. Despite the game being about the unavoidable death of the group, I think it would have been great if there was a little more control about how the game played out. Managing travel speed or torch longevity through some player decision might have made the game more intense, like maybe keeping closer to the torch would speed you up but made you age faster so you would have to balance your characters' position more. Some decision making during the rest period could have given the game some additional depth. Maybe you could decide to stay longer in order to fill up the torch more, but at the risk of your people getting too old.
Specifically I would have liked if the kid was able to turn into a teen while walking (just like the adult turns into an elderly), because that would have given me the last minute speed boost I needed to have my offspring survive.
Anyway, these shortcomings don't take away from the fact that you have an amazing grasp of atmosphere and created a haunting, wistful thing of beauty that truly stands out among what LD usually has to offer.
Great job!
If you try hard enough, you can win. by Rxbbie 2022-04-05T21:05:57Z ♥ 1
Fun little game. I only managed to get to 2:12, after that it became too much to handle. I like the ramp-up in difficulty and the firing speed of the guns is well balanced.
I would have loved to have a little clearer audio feedback when I got hit because I didn't have time to keep an eye on the health bar.
Also I think a game like this would benefit greatly from a little bit more juice. I always recommend this presentation. It is a bit old but still very relevant. Not everything may apply to every game's mood but it is definitely good to know the things as options:
https://www.youtube.com/watch?v=AJdEqssNZ-U
FINAL BONES by everedx 2022-04-05T18:30:32Z ♥ 2
Your cover picture won me over and I wanted to know more. I was not disappointed :)
Nice game, I like the graphics and humour. The music kept in the background and fit the mood nicely without becoming annoying.
Gameplay-wise I think it would have been helpful to use icons instead of words since the game becomes frantic very fast and it takes too long to parse the actual text in a short amount of time. In the end I ended up randomly clicking any attack and hoping for the best.
I the same vein, it would be nice to have target indicators when hovering over the different attacks. Since this is a reaction game it is sometimes necessary to make a split second decision where to attack and having to remember where an attack would go in addition to what it does in that short amount of time was a little stressful.
Anyway, I enjoyed my run, good job!
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Estrella by Xiris 2022-04-04T16:15:29Z ♥ 2
I love typing games. Nicely done.
Graphics and music fit really well together. It feels like a coherent game.
The only thing that stands out a bit is the generated audio effects, because they clash a bit with the clean graphics, but other than using soundgens the only option would be to create the sounds yourself, which might have sounded a bit weird as well.
I really loved the UFO idea, it's a very easy word to type and saves you from a tight spot so you anticipate the next UFO's arrival. If only the rockets fired immediately... :D
A few technical thoughts:
* I think it would have been nice to have blanks and dashes optional which is pretty standard in typing games * Continuing the game after a loss does not seem to reset the word difficulty. My first playthrough had short words in the beginning, my second one started right with two-word concepts. After reloading the page, the first playthrough was easier again. * The rockets do not always hit, likely because one rocket can hit an asteroid that is in the way of its intended target and then the other rocket has no target anymore and shoots off. A solution would be to assign each asteroid its own "private" rocket and don't measure collision with any asteroid but only with the one the rocket was intended for. Or, maybe this was a design choice and the rockets are not meant to guarantee hitting their marks.
Overall very nice entry, I had a lot of fun and encountered words I never heard before.
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Garden of Death by Flawed_Gamer 2022-04-04T15:31:33Z ♥ 1
Very cute and well-thought out idea. The graphics are very nice and you set a very good atmosphere with the music and design.
The gameplay idea is very addicting, but unfortunately I had the feeling that the game needed some more tweaking. I played around with different strategies, but almost none of the available plants seemed to lead to success. I couldn't figure out what the light flower does, the soulcatcher was not worth the effort, since I was happy with my manual hit rate. The plants that increase soul count and speed seemed too much of a hassle to keep alive to offset the loss in funds I incurred when growing them.
So I basically adopted the strategy to exclusively grow sunflowers, one at a time. Since a grown sunflower only gives a price cut once they mature, I would simply let them die and plant a new one. This together with setting the soul speed to high was enough to carry me through the game.
It's a pity because with a little more balancing I think this could have been very addicting. It already was motivating enough to let me finish it though, so all in all, good job!
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If you're interested, I found three technical issues:
1) Whenever I pick a seed, there is a music hiccup. For some reason this does not happen with the other resources.
2) The symbols sometimes appear behind the plants which makes it very difficult to find out what they need. In some cases you can only see a single pixel poking out somewhere to assume that you need sunlight.
3) More a design choice really, but it might have been a bit more user friendly to allow changing items even if you have one in your hand, instead of going through the detour of putting it in the trash.
THERE IS A FIRE HERE by yellow 2022-04-04T14:18:50Z ♥ 1
Nice minimalist game with simple but effective mechanics.
I enjoyed trying to crack my previous high score. I couldn't figure out whether the wind does anything or whether I would be able to prevent any effect it may have.
The only point of specific criticism that I have is that I think the success of the player is too much dependent on luck. If you have a run where the clouds do not form above the fire, you would likely score higher. Maybe an indicator that tells the player where the next cloud would appear might be helpful here.
Overall I had a good time.
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Delay the Destruction!! Danmaku Downfall by matthewrobo 2022-04-04T13:34:07Z ♥ 0
I love Bullet Hell shooters, unfortunately, I'm really bad at them. This one took me on a journey. First I was only evading, which is where the fun in BHS games usually lies. Then I found out about the slowdown, shoot and bomb mechanics and started to get better at the game. Finally I found a loophole and from then on there was no stopping me:
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One important thing to take into account for the future: Don't use Y or Z in your controls, this is always messy with different language keyboards. Generally A, S is preferable instead, since WASD is supported in most countries.
It's a great, minimalistic, but very stylish game and it's a joy to watch in motion. Great job!
Heat by Wuppos 2022-04-04T13:10:43Z ♥ 1
Wow, that escalated quickly. Started really slow but suddenly chaos everywhere.
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The graphics are simple but very effective and set the mood nicely.
I also like how you found a good size of the grab region. For sprites that small it could be really frustrating if the area is too small and not challenging if it is too large.
A game like this would really benefit from sound effects, even simple autogenerated ones, e.g. with https://sfbgames.itch.io/chiptone. It's not a lot of work but adds a lot of flavour.
I love how you add a little tutorial in the beginning and also the hold to continue idea is a nice touch.
Overall a cute minimalistic game that was satisfying to try out.
Rising Tide by VivianMochi 2022-04-04T12:59:01Z ♥ 2
Amazing game, great concept and almost flawless execution. I love it.
It always amazes me how people can come up with games that feel coherent and fully resting in themselves. Great job.
Some minor points of criticism: The color scheme can sometimes make the objects a little hard to read, especially when the water rises. I also would have loved indicators at the left that tell me once I have a row completed, either by accidentally revealing the jellyfish or by placing the flags.
It went really well until RNG was not in my favor and I was presented with this:
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Either I didn't figure out how to solve this or I really had to push my luck, which was not on my side.
Anyway, a great game, had a lot of fun.
CRAB IS INEVITABLE! by luthwyhn 2022-04-04T12:16:43Z ♥ 3
I love PICO-8 games, they are so whimsical and I'm always amazed how good people make them look given the small resolution. Yours is no exception. I really dig the graphics, especially the bomb animation.
Gameplay-wise I think the game needs a bit of tweaking. It starts fairly slow so in the beginning I was hoping for a little bit more juice. After I got the first weapon upgrade the game became fairly easy and by the time I upgraded all my stuff I could actually run it on auto:
crab.png
I also had no sound at all. It would have been nice to have at least some sound effects to go with the great visuals.
All in all a fun little pico-8 game that kept me motivated enough to max out all my stats.
Dike Defender by Raptarr8 2022-04-04T11:44:12Z ♥ 2
Funny idea, I enjoyed the graphics, which attracted me to the game in the first place.
Some points of constructive criticism:
For a small screen game it would make sense to lock the mouse into your window if your engine allows that, especially since moving outside the image will stop any arm motion.
The player's hitbox felt a little too large so sometimes I couldn't get a clear indication of when I would be hit and when I was safe.
I couldn't figure out the charge attack, for me there was no difference between simply clicking and holding the mouse.
All in all I think it's a cute game with good pixel art based on a funny idea.